Difference between revisions of "List of L4D2 Entities"

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(Unlisted: added note about not using weapon entities in hammer)
m (Consistent design between entity list pages)
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{{l4d2}} This page lists all entities in [[Left 4 Dead 2]], either from initial release or DLC. __NOTOC__
+
{{back | Left 4 Dead 2 Level Creation}}
 +
{{DISPLAYTITLE: Left 4 Dead 2 - List of Entities}}
 +
__NOTOC__
  
== left4dead2.fgd ==
+
== [[Base.fgd/Left 4 Dead 2 | base.fgd]] ==
 +
See [[List of base entities]]
 +
 
 +
== [[Left 4 Dead 2.fgd | left4dead2.fgd]] ==
 
{{ColumnBox|count=4|
 
{{ColumnBox|count=4|
==== beam====
+
'''beam'''
 
* [[beam_spotlight]]
 
* [[beam_spotlight]]
==== commentary====
+
'''commentary'''
 
* [[commentary_dummy]]
 
* [[commentary_dummy]]
 
* [[commentary_zombie_spawner]]
 
* [[commentary_zombie_spawner]]
==== env====
+
'''env'''
 
* [[env_airstrike_indoors]]
 
* [[env_airstrike_indoors]]
 
* [[env_airstrike_outdoors]]
 
* [[env_airstrike_outdoors]]
Line 17: Line 22:
 
* [[env_rock_launcher]]
 
* [[env_rock_launcher]]
 
* [[env_weaponfire]]
 
* [[env_weaponfire]]
==== filter====
+
'''filter'''
 
* [[filter_activator_infected_class]]
 
* [[filter_activator_infected_class]]
 
* [[filter_activator_team]]
 
* [[filter_activator_team]]
 
* [[filter_health]]
 
* [[filter_health]]
 
* [[filter_melee_damage]]
 
* [[filter_melee_damage]]
==== fog====
+
'''fog'''
 
* [[fog_volume]]
 
* [[fog_volume]]
==== func====
+
'''func'''
 
* ([[func_block_charge]])
 
* ([[func_block_charge]])
 
* ([[func_buildable_button]])
 
* ([[func_buildable_button]])
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* [[func_playerinfected_clip]]
 
* [[func_playerinfected_clip]]
 
* [[func_ragdoll_fader]]
 
* [[func_ragdoll_fader]]
==== game====
+
'''game'''
 
* [[game_scavenge_progress_display]]
 
* [[game_scavenge_progress_display]]
==== generic====
+
'''generic'''
 
* [[generic_actor]]
 
* [[generic_actor]]
==== info====
+
'''info'''
 
* ([[info_ambient_mob]])
 
* ([[info_ambient_mob]])
 
* [[info_ambient_mob_end]]
 
* [[info_ambient_mob_end]]
Line 60: Line 65:
 
* [[info_zombie_border]]
 
* [[info_zombie_border]]
 
* [[info_zombie_spawn]]
 
* [[info_zombie_spawn]]
==== logic====
+
'''logic'''
 
* [[logic_choreographed_scene]]
 
* [[logic_choreographed_scene]]
 
* [[logic_director_query]]
 
* [[logic_director_query]]
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* [[logic_scene_list_manager]]
 
* [[logic_scene_list_manager]]
 
* [[logic_versus_random]]
 
* [[logic_versus_random]]
==== player====
+
'''player'''
 
* [[player_weaponstrip]]
 
* [[player_weaponstrip]]
==== point====
+
'''point'''
 
* [[point_deathfall_camera]]
 
* [[point_deathfall_camera]]
 
* [[point_nav_attribute_region]]
 
* [[point_nav_attribute_region]]
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* [[point_viewcontrol_multiplayer]]
 
* [[point_viewcontrol_multiplayer]]
 
* [[point_viewcontrol_survivor]]
 
* [[point_viewcontrol_survivor]]
==== prop====
+
'''prop'''
 
* [[prop_car_alarm]]
 
* [[prop_car_alarm]]
 
* [[prop_car_glass]]
 
* [[prop_car_glass]]
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* [[prop_minigun_l4d1]]
 
* [[prop_minigun_l4d1]]
 
* [[prop_mounted_machine_gun]]
 
* [[prop_mounted_machine_gun]]
==== scripted====
+
'''scripted'''
 
* [[scripted_item_drop]]
 
* [[scripted_item_drop]]
==== trigger====
+
'''trigger'''
 
* [[trigger_active_weapon_detect]]
 
* [[trigger_active_weapon_detect]]
 
* [[trigger_auto_crouch]]
 
* [[trigger_auto_crouch]]
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* [[trigger_standoff]]
 
* [[trigger_standoff]]
 
* [[trigger_upgrade_laser_sight]]
 
* [[trigger_upgrade_laser_sight]]
==== upgrade====
+
'''upgrade'''
 
* [[upgrade_spawn]]
 
* [[upgrade_spawn]]
==== weapon====
+
'''weapon'''
 
* [[weapon_adrenaline_spawn]]
 
* [[weapon_adrenaline_spawn]]
 
* [[weapon_ammo_spawn]]
 
* [[weapon_ammo_spawn]]
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}}
 
}}
  
== Unlisted ==
+
== Non-FGD ==
These entities are used by entity groups in [[L4D2 EMS|EMS]] VScripts. They aren't included in any released [[FGD]].
 
 
 
 
{{ColumnBox|count=4|
 
{{ColumnBox|count=4|
==== info ====
+
'''_'''
* [[info_infected_zoo_maker]]
 
* [[info_infected_zoo_puppet]]
 
* [[info_item_position]]
 
* [[info_target_instructor_hint]]
 
==== point ====
 
* [[point_script_template]]
 
==== script ====
 
* [[script_clip_vphysics]]
 
* [[script_func_button]]
 
* [[script_nav_attribute_region]]
 
* [[script_nav_blocker]]
 
* [[script_trigger_hurt]]
 
* [[script_trigger_multiple]]
 
* [[script_trigger_once]]
 
* [[script_trigger_push]]
 
}}
 
 
 
These entities are created automatically during gameplay. Some can be spawned while others can't. They aren't included in any released [[FGD]].
 
 
 
{{ColumnBox|count=4|
 
==== _ ====
 
 
* [[_firesmoke]]
 
* [[_firesmoke]]
==== ability ====
+
'''ability'''
 
* [[ability_charge]]
 
* [[ability_charge]]
 
* [[ability_leap]]
 
* [[ability_leap]]
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* [[ability_tongue]]
 
* [[ability_tongue]]
 
* [[ability_vomit]]
 
* [[ability_vomit]]
==== cs ====
+
'''cs'''
 
* [[cs_ragdoll]]
 
* [[cs_ragdoll]]
 
* [[cs_team_manager]]
 
* [[cs_team_manager]]
==== entity ====
+
'''entity'''
 
* [[entity_blocker]]
 
* [[entity_blocker]]
==== entityflame ====
+
'''entityflame'''
 
* [[entityflame]]
 
* [[entityflame]]
==== escape ====
+
'''escape'''
 
* [[escape_route]]
 
* [[escape_route]]
==== fire ====
+
'''fire'''
 
* [[fire_cracker_blast]]
 
* [[fire_cracker_blast]]
==== func ====
+
'''func'''
 
* [[func_simpleladder]]
 
* [[func_simpleladder]]
==== grenade ====
+
'''grenade'''
 
* [[grenade_launcher_projectile]]
 
* [[grenade_launcher_projectile]]
==== holiday ====
+
'''holiday'''
 
* [[holiday_gift]]
 
* [[holiday_gift]]
==== infected ====
+
'''infected'''
 
* [[infected]]
 
* [[infected]]
==== inferno ====
+
'''inferno'''
 
* [[inferno]]
 
* [[inferno]]
==== insect ====
+
'''info'''
 +
* [[info_infected_zoo_maker]]
 +
* [[info_infected_zoo_puppet]]
 +
* [[info_item_position]]
 +
* [[info_target_instructor_hint]]
 +
'''insect'''
 
* [[insect_swarm]]
 
* [[insect_swarm]]
==== instanced ====
+
'''instanced'''
 
* [[instanced_scripted_scene]]
 
* [[instanced_scripted_scene]]
==== molotov ====
+
'''molotov'''
 
* [[molotov_projectile]]
 
* [[molotov_projectile]]
==== pipe ====
+
'''pipe'''
 
* [[pipe_bomb_projectile]]
 
* [[pipe_bomb_projectile]]
==== player ====
+
'''player'''
 
* [[player]]
 
* [[player]]
==== predicted ====
+
'''point'''
 +
* [[point_script_template]]
 +
'''predicted'''
 
* [[predicted_viewmodel]]
 
* [[predicted_viewmodel]]
==== scene ====
+
'''scene'''
 
* [[scene_manager]]
 
* [[scene_manager]]
==== spitter ====
+
'''script'''
 +
* [[script_clip_vphysics]]
 +
* [[script_func_button]]
 +
* [[script_nav_attribute_region]]
 +
* [[script_nav_blocker]]
 +
* [[script_trigger_hurt]]
 +
* [[script_trigger_multiple]]
 +
* [[script_trigger_once]]
 +
* [[script_trigger_push]]
 +
'''spitter'''
 
* [[spitter_projectile]]
 
* [[spitter_projectile]]
==== soundent ====
+
'''soundent'''
 
* [[soundent]]
 
* [[soundent]]
==== survivor ====
+
'''survivor'''
 
* [[survivor_death_model]]
 
* [[survivor_death_model]]
==== tank ====
+
'''tank'''
 
* [[tank_rock]]
 
* [[tank_rock]]
==== terror ====
+
'''terror'''
 
* [[terror_gamerules]]
 
* [[terror_gamerules]]
 
* [[terror_player_manager]]
 
* [[terror_player_manager]]
==== upgrade ====
+
'''upgrade'''
 
* [[upgrade_ammo_explosive]]
 
* [[upgrade_ammo_explosive]]
 
* [[upgrade_ammo_incendiary]]
 
* [[upgrade_ammo_incendiary]]
 
* [[upgrade_laser_sight]]
 
* [[upgrade_laser_sight]]
==== vomit ====
+
'''vomit'''
 
* [[vomit_particle]]
 
* [[vomit_particle]]
==== vomitjar ====
+
'''vomitjar'''
 
* [[vomitjar_projectile]]
 
* [[vomitjar_projectile]]
==== vote ====
+
'''vote'''
 
* [[vote_controller]]
 
* [[vote_controller]]
==== weapon ====
+
'''weapon'''
{{Note|All following weapon entities should not be used to spawn in [[Hammer]]. Use the *_spawn counterparts instead.}}
 
 
* [[weapon_adrenaline]]
 
* [[weapon_adrenaline]]
 
* [[weapon_ammo]]
 
* [[weapon_ammo]]
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* [[weapon_upgradepack_incendiary]]
 
* [[weapon_upgradepack_incendiary]]
 
* [[weapon_vomitjar]]
 
* [[weapon_vomitjar]]
==== witch ====
+
'''witch'''
 
* [[witch]]
 
* [[witch]]
 
}}
 
}}
  
== base.fgd ==
+
== New & Updated ==
{{ColumnBox|count=4|
 
==== ai====
 
* [[ai_speechfilter]]
 
==== ambient====
 
* [[ambient_generic]]
 
* [[ambient_music]]
 
==== color====
 
* [[color_correction]]
 
* [[color_correction_volume]]
 
==== cycler====
 
* [[cycler]]
 
==== env====
 
* [[env_beam]]
 
* [[env_beverage]]
 
* [[env_blood]]
 
* [[env_bubbles]]
 
* [[env_credits]]
 
* [[env_cubemap]]
 
* [[env_dof_controller]]
 
* [[env_dustpuff]]
 
* [[env_effectscript]]
 
* [[env_embers]]
 
* [[env_entity_igniter]]
 
* [[env_entity_maker]]
 
* [[env_explosion]]
 
* [[env_fade]]
 
* [[env_fire]]
 
* [[env_firesensor]]
 
* [[env_firesource]]
 
* [[env_fog_controller]]
 
* [[env_funnel]]
 
* [[env_hudhint]]
 
* [[env_instructor_hint]]
 
* [[env_laser]]
 
* [[env_lightglow]]
 
* [[env_message]]
 
* [[env_microphone]]
 
* [[env_particle_performance_monitor]]
 
* [[env_particlelight]]
 
* [[env_particlescript]]
 
* [[env_physexplosion]]
 
* [[env_physimpact]]
 
* [[env_player_surface_trigger]]
 
* [[env_projectedtexture]]
 
* [[env_rotorshooter]]
 
* [[env_rotorwash_emitter]]
 
* [[env_screeneffect]]
 
* [[env_screenoverlay]]
 
* [[env_shake]]
 
* [[env_shooter]]
 
* [[env_smokestack]]
 
* [[env_smoketrail]]
 
* [[env_soundscape]]
 
* [[env_soundscape_proxy]]
 
* [[env_soundscape_triggerable]]
 
* [[env_spark]]
 
* [[env_splash]]
 
* [[env_sprite]]
 
* [[env_sprite_oriented]]
 
* [[env_spritetrail]]
 
* [[env_steam]]
 
* [[env_sun]]
 
* [[env_texturetoggle]]
 
* [[env_tonemap_controller]]
 
* [[env_tonemap_controller_ghost]]
 
* [[env_tonemap_controller_infected]]
 
* [[env_viewpunch]]
 
* [[env_wind]]
 
* [[env_zoom]]
 
==== filter====
 
* [[filter_activator_class]]
 
* [[filter_activator_context]]
 
* [[filter_activator_mass_greater]]
 
* [[filter_activator_model]]
 
* [[filter_activator_name]]
 
* [[filter_damage_type]]
 
* [[filter_enemy]]
 
* [[filter_multi]]
 
==== func====
 
* [[func_areaportal]]
 
* [[func_areaportalwindow]]
 
* [[func_breakable]]
 
* [[func_breakable_surf]]
 
* [[func_brush]]
 
* [[func_button]]
 
* [[func_clip_vphysics]]
 
* [[func_conveyor]]
 
* [[func_detail]]
 
* [[func_detail_blocker]]
 
* [[func_door]]
 
* [[func_door_rotating]]
 
* [[func_dustcloud]]
 
* [[func_dustmotes]]
 
* [[func_fish_pool]]
 
* [[func_guntarget]]
 
* [[func_illusionary]]
 
* [[func_instance]]
 
* [[func_instance_parms]]
 
* [[func_ladderendpoint]]
 
* [[func_lod]]
 
* [[func_movelinear]]
 
* [[func_occluder]]
 
* [[func_orator]]
 
* [[func_physbox]]
 
* [[func_platrot]]
 
* [[func_precipitation]]
 
* [[func_precipitation_blocker]]
 
* [[func_reflective_glass]]
 
* [[func_rot_button]]
 
* [[func_rotating]]
 
* [[func_smokevolume]]
 
* [[func_tanktrain]]
 
* [[func_timescale]]
 
* [[func_trackautochange]]
 
* [[func_trackchange]]
 
* [[func_tracktrain]]
 
* [[func_traincontrols]]
 
* [[func_useableladder]]
 
* [[func_viscluster]]
 
* [[func_wall]]
 
* [[func_wall_toggle]]
 
* [[func_water_analog]]
 
==== game====
 
* [[game_end]]
 
* [[game_gib_manager]]
 
* [[game_player_equip]]
 
* [[game_player_team]]
 
* [[game_ragdoll_manager]]
 
* [[game_score]]
 
* [[game_text]]
 
* [[game_ui]]
 
* [[game_weapon_manager]]
 
* [[game_zone_player]]
 
==== gibshooter====
 
* [[gibshooter]]
 
==== hammer====
 
* [[hammer_updateignorelist]]
 
==== info====
 
* [[info_camera_link]]
 
* [[info_constraint_anchor]]
 
* [[info_hint]]
 
* [[info_intermission]]
 
* [[info_ladder_dismount]]
 
* [[info_landmark]]
 
* [[info_lighting]]
 
* [[info_mass_center]]
 
* [[info_no_dynamic_shadow]]
 
* [[info_node]]
 
* [[info_node_air]]
 
* [[info_node_air_hint]]
 
* [[info_node_climb]]
 
* [[info_node_hint]]
 
* [[info_node_link]]
 
* [[info_node_link_controller]]
 
* [[info_npc_spawn_destination]]
 
* [[info_null]]
 
* [[info_overlay]]
 
* [[info_overlay_transition]]
 
* [[info_particle_system]]
 
* [[info_particle_target]]
 
* [[info_player_start]]
 
* [[info_projecteddecal]]
 
* [[info_radial_link_controller]]
 
* [[info_target]]
 
* [[info_teleport_destination]]
 
==== infodecal====
 
* [[infodecal]]
 
==== keyframe====
 
* [[keyframe_rope]]
 
* [[keyframe_track]]
 
==== light====
 
* [[light]]
 
* [[light_directional]]
 
* [[light_dynamic]]
 
* [[light_environment]]
 
* [[light_spot]]
 
==== logic====
 
* [[logic_active_autosave]]
 
* [[logic_auto]]
 
* [[logic_autosave]]
 
* [[logic_branch]]
 
* [[logic_branch_listener]]
 
* [[logic_case]]
 
* [[logic_collision_pair]]
 
* [[logic_compare]]
 
* [[logic_lineto]]
 
* [[logic_measure_movement]]
 
* [[logic_multicompare]]
 
* [[logic_navigation]]
 
* [[logic_playerproxy]]
 
* [[logic_relay]]
 
* [[logic_script]]
 
* [[logic_timer]]
 
==== material====
 
* [[material_modify_control]]
 
==== math====
 
* [[math_colorblend]]
 
* [[math_counter]]
 
* [[math_remap]]
 
==== momentary====
 
* [[momentary_rot_button]]
 
==== move====
 
* [[move_keyframed]]
 
* [[move_rope]]
 
* [[move_track]]
 
==== npc====
 
* [[npc_furniture]]
 
* [[npc_puppet]]
 
* [[npc_template_maker]]
 
==== path====
 
* [[path_track]]
 
==== phys====
 
* [[phys_ballsocket]]
 
* [[phys_constraint]]
 
* [[phys_constraintsystem]]
 
* [[phys_convert]]
 
* [[phys_hinge]]
 
* [[phys_keepupright]]
 
* [[phys_lengthconstraint]]
 
* [[phys_magnet]]
 
* [[phys_motor]]
 
* [[phys_pulleyconstraint]]
 
* [[phys_ragdollconstraint]]
 
* [[phys_ragdollmagnet]]
 
* [[phys_slideconstraint]]
 
* [[phys_spring]]
 
* [[phys_thruster]]
 
* [[phys_torque]]
 
==== physics====
 
* [[physics_cannister]]
 
==== point====
 
* [[point_anglesensor]]
 
* [[point_angularvelocitysensor]]
 
* [[point_bonusmaps_accessor]]
 
* [[point_broadcastclientcommand]]
 
* [[point_clientcommand]]
 
* [[point_devshot_camera]]
 
* [[point_enable_motion_fixup]]
 
* [[point_entity_finder]]
 
* [[point_gamestats_counter]]
 
* [[point_hurt]]
 
* [[point_message]]
 
* [[point_playermoveconstraint]]
 
* [[point_posecontroller]]
 
* [[point_proximity_sensor]]
 
* [[point_servercommand]]
 
* [[point_spotlight]]
 
* [[point_teleport]]
 
* [[point_template]]
 
* [[point_tesla]]
 
* [[point_velocitysensor]]
 
* [[point_viewcontrol]]
 
==== postprocess====
 
* [[postprocess_controller]]
 
==== prop====
 
* [[prop_detail]]
 
* [[prop_door_rotating]]
 
* [[prop_dynamic]]
 
* [[prop_dynamic_ornament]]
 
* [[prop_dynamic_override]]
 
* [[prop_physics]]
 
* [[prop_physics_multiplayer]]
 
* [[prop_physics_override]]
 
* [[prop_ragdoll]]
 
* [[prop_static]]
 
* [[prop_wall_breakable]]
 
==== shadow====
 
* [[shadow_control]]
 
==== sky====
 
* [[sky_camera]]
 
==== sound====
 
* [[sound_mix_layer]]
 
==== tanktrain====
 
* [[tanktrain_ai]]
 
* [[tanktrain_aitarget]]
 
==== test====
 
* [[test_traceline]]
 
==== trigger====
 
* [[trigger_autosave]]
 
* [[trigger_changelevel]]
 
* [[trigger_gravity]]
 
* [[trigger_hurt]]
 
* [[trigger_impact]]
 
* [[trigger_look]]
 
* [[trigger_multiple]]
 
* [[trigger_once]]
 
* [[trigger_playermovement]]
 
* [[trigger_proximity]]
 
* [[trigger_push]]
 
* [[trigger_remove]]
 
* [[trigger_serverragdoll]]
 
* [[trigger_soundscape]]
 
* [[trigger_teleport]]
 
* [[trigger_tonemap]]
 
* [[trigger_transition]]
 
* [[trigger_wind]]
 
==== vgui====
 
* [[vgui_screen]]
 
* [[vgui_slideshow_display]]
 
==== water====
 
* [[water_lod_control]]
 
==== worldspawn====
 
* [[worldspawn]]
 
}}
 
 
 
 
 
== New ==
 
 
 
 
=== Environment ===
 
=== Environment ===
 +
* [[env_fog_controller]] - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
 +
* [[env_tonemap_controller]] - Can now set TonemapPercentBrightPixels, and other settings.
 
* [[env_airstrike_indoors]] - Adds an airstrike effect for indoors (crumbling ceiling)
 
* [[env_airstrike_indoors]] - Adds an airstrike effect for indoors (crumbling ceiling)
 
* [[env_airstrike_outdoors]] - Adds an airstrike effect for outdoors
 
* [[env_airstrike_outdoors]] - Adds an airstrike effect for outdoors
Line 598: Line 289:
  
 
=== Function ===
 
=== Function ===
 +
* [[func_elevator]] - Added input to set max speed dynamically
 +
* [[func_movelinear]] - Added ResetPosition/TeleportToTarget
 +
* [[func_nav_blocker]] - Added toggle to determine if nav flow should be recomputed or not
 +
* [[func_orator]] - Now allows setting the max legal followup distance for automatic responses
 +
* [[func_precipitation]] - Added Rain Storm, Bugs, and Smoke
 +
* [[func_rotating]] - Added SnapToStartPosition
 
* [[func_buildable_button]] - A non-functional entity. Added from the EMS update.
 
* [[func_buildable_button]] - A non-functional entity. Added from the EMS update.
 
* [[func_button_timed]] - Button that takes time to use. Added from The Sacrifice DLC.
 
* [[func_button_timed]] - Button that takes time to use. Added from The Sacrifice DLC.
Line 611: Line 308:
  
 
=== Information ===
 
=== Information ===
 +
* [[info_director]] - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
 +
* [[info_gamemode]] - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
 +
* [[info_map_parameters]] and [[info_map_parameters_versus]] - Controls density of spawns
 +
**;<code>director_solve_item_density</code> : Pass the number of items you'd want in this map and this spits out the map density value.
 +
* [[info_particle_system]] - Added setting to allow forcing particles to always render infront of everything
 +
* [[info_survivor_position]] - Can now be tied to a specific gamemode, and given a specific intro to play
 
* [[info_ambient_mob_start]] - Potential starting area for an ambient mob
 
* [[info_ambient_mob_start]] - Potential starting area for an ambient mob
 
* [[info_ambient_mob_end]] - Potential end area for an ambient mob
 
* [[info_ambient_mob_end]] - Potential end area for an ambient mob
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* [[logic_versus_random]] - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update.
 
* [[logic_versus_random]] - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update.
  
=== Misc ===  
+
=== Misc ===
 +
* [[Worldspawn]] - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
 +
* [[beam_spotlight]] - Added NoFog spawnflag.
 +
* [[sky_camera]] - Added additional options for customizating plane clipping offsets, etc
 +
* [[filter_activator_infected_class]] - Added the new special infected
 +
* [[logic_auto]] - Added 'OnDemoMapSpawn' output
 +
* [[postprocess_controller]] - Can now dynamically alter film grain and vignette strength
 
* [[ambient_music]] - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
 
* [[ambient_music]] - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
 
* [[game_scavenge_progress_display]] - Allows turning the scavenge score display on/off as well as setting the total items required.
 
* [[game_scavenge_progress_display]] - Allows turning the scavenge score display on/off as well as setting the total items required.
Line 636: Line 345:
 
* [[sound_mix_layer]] - Allows setting the levels of a specific sound mix layer.
 
* [[sound_mix_layer]] - Allows setting the levels of a specific sound mix layer.
 
* [[trigger_active_weapon_detect]] - Fires output when touched by a player that has a specific weapon active
 
* [[trigger_active_weapon_detect]] - Fires output when touched by a player that has a specific weapon active
 +
 +
=== Point ===
 +
* [[point_hurt]] - Added additional damage type: "FULLGIB"
 +
* [[point_spotlight]] - Added option to set Halo size
 +
* [[point_viewcontrol_multiplayer]] - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.
  
 
=== Prop ===
 
=== Prop ===
 +
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)
 +
* [[prop_car_alarm]] - Added ability to enable/disable
 +
* [[prop_door_rotating]] - Added 'glow' option
 +
* [[prop_physics]] - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
 
* [[prop_fuel_barrel]] - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
 
* [[prop_fuel_barrel]] - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
 
* [[prop_wall_breakable]] - A section of wall that's breakable just like doors are.
 
* [[prop_wall_breakable]] - A section of wall that's breakable just like doors are.
Line 643: Line 361:
  
 
=== Trigger ===
 
=== Trigger ===
 +
* [[trigger_finale]] - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
 +
* [[trigger_hurt]] - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
 +
* [[trigger_playermovement]] - Added a "disable jump" flag
 +
* [[trigger_push]] - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically
 
* [[script_trigger_hurt]] - Point based [[trigger_hurt]] made for spawning from VScripts. Added from the EMS update.
 
* [[script_trigger_hurt]] - Point based [[trigger_hurt]] made for spawning from VScripts. Added from the EMS update.
 
* [[script_trigger_multiple]] - Point based [[trigger_multiple]] made for spawning from VScripts. Added from the EMS update.
 
* [[script_trigger_multiple]] - Point based [[trigger_multiple]] made for spawning from VScripts. Added from the EMS update.
Line 674: Line 396:
 
{{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}
 
{{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}
  
== Updated ==
+
[[Category:Left 4 Dead 2]][[Category:Entities]][[Category:Level Design]]
 
 
=== Environment ===
 
* [[env_fog_controller]] - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
 
* [[env_tonemap_controller]] - Can now set TonemapPercentBrightPixels, and other settings.
 
 
 
=== Function ===
 
* [[func_elevator]] - Added input to set max speed dynamically
 
* [[func_movelinear]] - Added ResetPosition/TeleportToTarget
 
* [[func_nav_blocker]] - Added toggle to determine if nav flow should be recomputed or not
 
* [[func_orator]] - Now allows setting the max legal followup distance for automatic responses
 
* [[func_precipitation]] - Added Rain Storm, Bugs, and Smoke
 
* [[func_rotating]] - Added SnapToStartPosition
 
 
 
=== Information ===
 
* [[info_director]] - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
 
* [[info_gamemode]] - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
 
* [[info_map_parameters]] and [[info_map_parameters_versus]] - Controls density of spawns
 
**;<code>director_solve_item_density</code> : Pass the number of items you'd want in this map and this spits out the map density value.
 
* [[info_particle_system]] - Added setting to allow forcing particles to always render infront of everything
 
* [[info_survivor_position]] - Can now be tied to a specific gamemode, and given a specific intro to play
 
 
 
=== Misc ===
 
* [[Worldspawn]] - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
 
* [[beam_spotlight]] - Added NoFog spawnflag.
 
* [[sky_camera]] - Added additional options for customizating plane clipping offsets, etc
 
* [[filter_activator_infected_class]] - Added the new special infected
 
* [[logic_auto]] - Added 'OnDemoMapSpawn' output
 
* [[postprocess_controller]] - Can now dynamically alter film grain and vignette strength
 
 
 
=== Point ===
 
* [[point_hurt]] - Added additional damage type: "FULLGIB"
 
* [[point_spotlight]] - Added option to set Halo size
 
* [[point_viewcontrol_multiplayer]] - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.
 
 
 
=== Prop ===
 
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)
 
* [[prop_car_alarm]] - Added ability to enable/disable
 
* [[prop_door_rotating]] - Added 'glow' option
 
* [[prop_physics]] - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
 
 
 
=== Trigger ===
 
* [[trigger_finale]] - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
 
* [[trigger_hurt]] - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
 
* [[trigger_playermovement]] - Added a "disable jump" flag
 
* [[trigger_push]] - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically
 
 
 
[[Category:Left 4 Dead 2]]
 
[[Category:Left 4 Dead 2 Entities|*]]
 

Revision as of 09:52, 10 August 2021

Left 4 Dead 2 Level Creation



base.fgd

See List of base entities

left4dead2.fgd

beam

commentary

env

filter

fog

func

game

generic

info

logic

player

point

prop

scripted

trigger

upgrade

weapon

Non-FGD

_

ability

cs

entity

entityflame

escape

fire

func

grenade

holiday

infected

inferno

info

insect

instanced

molotov

pipe

player

point

predicted

scene

script

spitter

soundent

survivor

tank

terror

upgrade

vomit

vomitjar

vote

weapon

witch

New & Updated

Environment

Filter

  • filter_health - Can filter based on the health of the activator, and wheter they have adrenaline active or not
  • filter_melee_damage - Can filter based on melee damage, and the type (all, slash or club)

Function

Information

Logic

  • logic_director_query - Controls the anger level of the AI Director
  • logic_game_event - allows firing of game events. Appears to part of an achievement system.
  • logic_script - Container for scripts
  • logic_versus_random - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update.

Misc

Point

  • point_hurt - Added additional damage type: "FULLGIB"
  • point_spotlight - Added option to set Halo size
  • point_viewcontrol_multiplayer - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.

Prop

  • All props now have a 'Lag Compensation' toggle. (Use sparingly!)
  • prop_car_alarm - Added ability to enable/disable
  • prop_door_rotating - Added 'glow' option
  • prop_physics - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
  • prop_fuel_barrel - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
  • prop_wall_breakable - A section of wall that's breakable just like doors are.
  • scripted_item_drop - An item with basic physics that detects player touch.

Trigger

Weapon/Upgrade spawn

Note.png Note: Read L4D2 Level Design's Weapon and Item Spawning