Difference between revisions of "List of Left 4 Dead entities"

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This page lists all entities which are new or updated in [[Left 4 Dead]].
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{{otherlang2
__TOC__
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|ru=List_of_L4D_Entities:ru
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}}
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{{back | Left 4 Dead Level Creation}}
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{{DISPLAYTITLE: Left 4 Dead - List of Entities}}
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__NOTOC__
  
== Environment ==
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== [[Base.fgd/Left 4 Dead | base.fgd]] ==
*[[env_detail_controller]] - Controls the fade distance of detail objects?
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See [[List of base entities]]
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== [[Left_4_Dead.fgd | left4dead.fgd]] ==
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{{ColumnBox|count=4|
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'''beam'''
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* [[beam_spotlight]]
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'''commentary'''
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* [[commentary_dummy]]
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* [[commentary_zombie_spawner]]
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'''env'''
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* [[env_detail_controller]]
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* [[env_outtro_stats]]
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* [[env_player_blocker]]
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* [[env_rock_launcher]]
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* [[env_weaponfire]]
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'''filter'''
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* [[filter_activator_infected_class]]
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* [[filter_activator_team]]
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'''fog'''
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* [[fog_volume]]
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'''func'''
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* [[func_button_timed]]
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* [[func_elevator]]
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* [[func_fire_extinguisher]]
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* [[func_ladder]]
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* [[func_nav_attribute_region]]
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* [[func_nav_avoidance_obstacle]]
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* [[func_nav_blocker]]
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* [[func_nav_stairs_toggle]]
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* [[func_playerinfected_clip]]
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* [[func_ragdoll_fader]]
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* [[func_spawn_volume]]
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'''generic'''
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* [[generic_actor]]
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'''info'''
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* [[info_changelevel]]
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* [[info_director]]
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* [[info_elevator_floor]]
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* [[info_game_event_proxy]]
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* [[info_gamemode]]
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* [[info_goal_infected_chase]]
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* [[info_map_parameters]]
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* [[info_map_parameters_versus]]
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* [[info_remarkable]]
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* [[info_survivor_position]]
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* [[info_survivor_rescue]]
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* [[info_zombie_spawn]]
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'''logic'''
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* [[logic_choreographed_scene]]
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* [[logic_game_event]]
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* [[logic_scene_list_manager]]
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* [[logic_versus_random]]
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'''point'''
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* [[point_deathfall_camera]]
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* [[point_viewcontrol_multiplayer]]
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* [[point_viewcontrol_survivor]]
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'''prop'''
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* [[prop_car_alarm]]
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* [[prop_car_glass]]
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* [[prop_door_rotating_checkpoint]]
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* [[prop_fuel_barrel]]
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* [[prop_glowing_object]]
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* [[prop_health_cabinet]]
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* [[prop_minigun]]
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* [[prop_mounted_machine_gun]]
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'''trigger'''
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* [[trigger_auto_crouch]]
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* [[trigger_escape]]
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* [[trigger_finale]]
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* [[trigger_finale_dlc3]]
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* [[trigger_hurt_ghost]]
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* [[trigger_standoff]]
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'''weapon'''
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* [[weapon_ammo_spawn]]
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* [[weapon_autoshotgun_spawn]]
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* [[weapon_first_aid_kit_spawn]]
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* [[weapon_hunting_rifle_spawn]]
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* [[weapon_molotov_spawn]]
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* [[weapon_pain_pills_spawn]]
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* [[weapon_pipe_bomb_spawn]]
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* [[weapon_pistol_spawn]]
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* [[weapon_pumpshotgun_spawn]]
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* [[weapon_rifle_spawn]]
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* [[weapon_smg_spawn]]
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}}
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== New & Updated ==
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=== Environment ===
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*[[env_detail_controller]] - Overrides the min and max fade distances for details sprites in the map.
 
*[[env_outtro_stats]] - Used to roll the credits and ending statistics.
 
*[[env_outtro_stats]] - Used to roll the credits and ending statistics.
*[[env_tonemap_controller_ghost]] - A spectator only env_tonemap_controller?
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*[[env_tonemap_controller_ghost]] - An entity that controls the HDR tonemapping for ghost players. (Eye exposure)
*[[env_tonemap_controller_infected]] - An infected only env_tonemap_controller.
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*[[env_tonemap_controller_infected]] - An entity that controls the HDR tonemapping for infected players. (Give infected MUCH higher eye exposure so they can see in the dark.)
  
== Filter ==
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=== Filter ===
 
*[[filter_activator_team]] - Updated to include the Survivor and Infected teams.
 
*[[filter_activator_team]] - Updated to include the Survivor and Infected teams.
  
== Function ==
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=== Function ===
 
*[[func_button]] - Updated to give a target object an edge glow when facing the button and within +use range.
 
*[[func_button]] - Updated to give a target object an edge glow when facing the button and within +use range.
 
*[[func_detail_blocker]] - When touching a [[displacement]], this entity prevents [[Prop detail|detail props]] from being displayed. Useful for creating paths in heavy detailed areas.
 
*[[func_detail_blocker]] - When touching a [[displacement]], this entity prevents [[Prop detail|detail props]] from being displayed. Useful for creating paths in heavy detailed areas.
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*[[func_elevator]] - Used for elevators in Left 4 Dead.
 
<!-- A great example of this is in the first area of blood harvest. See hammer for example. -->
 
<!-- A great example of this is in the first area of blood harvest. See hammer for example. -->
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*[[func_nav_attribute_region]] - Possibly sets a region which will automatically have the specified attributes in the nav mesh
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*[[func_nav_avoidance_obstacle]] - Possibly used to give higher priority to go around an area, instead of through it, unless the bots or infected have no other choice. (Used around the cubicles in Dead Air 2)
 
*[[func_nav_blocker]] - Blocks bot navigation.
 
*[[func_nav_blocker]] - Blocks bot navigation.
*[[func_orator]] - Something to do with interactable speech objects? (Point entity)
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*[[func_orator]] - A very simple model entity that has animations and response rules. Used for the interactive responses from the church guy.
 
*[[func_playerinfected_clip]] - Blocks infected from accessing an area in versus mode.
 
*[[func_playerinfected_clip]] - Blocks infected from accessing an area in versus mode.
 
*[[func_precipitation]] - Updated with a new rain and cinder effect.
 
*[[func_precipitation]] - Updated with a new rain and cinder effect.
*[[func_precipitation_blocker]] - Blocks func_precipitation effects?
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*[[func_precipitation_blocker]] - A brush entity that prevents rain and snow inside its volume.
 
*[[func_simpleladder]] - Similar to func_ladder, but uses trigger texture? Three keyvalues names (normal.x, normal.y, normal.z) interfere with the .fgd. (This ladder entity has a team property. It can be found in versus mode. Team = 1 is presumed survivor, team = 2 is infected)
 
*[[func_simpleladder]] - Similar to func_ladder, but uses trigger texture? Three keyvalues names (normal.x, normal.y, normal.z) interfere with the .fgd. (This ladder entity has a team property. It can be found in versus mode. Team = 1 is presumed survivor, team = 2 is infected)
 
<!-- Teams are usually numbered 2 for one of them and 3 for the other. Are you sure it's 1/2? -->
 
<!-- Teams are usually numbered 2 for one of them and 3 for the other. Are you sure it's 1/2? -->
 
<!-- Well the ladder says team 2, and it only works for zombies. I'm thinking with smartedit it will show up as Survivor and Infected. I'll add a talk about it.-->
 
<!-- Well the ladder says team 2, and it only works for zombies. I'm thinking with smartedit it will show up as Survivor and Infected. I'll add a talk about it.-->
*[[fog_volume]] - Used to control postprocess fog effects? Used with an env_fog_controller.
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*[[fog_volume]] - Used to fade between env_fog_controllers. (ie: interior vs exterior fog)
  
== Information ==
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=== Information ===
 
*[[info_changelevel]] - A point entity version of trigger_changelevel.
 
*[[info_changelevel]] - A point entity version of trigger_changelevel.
 
*[[info_director]] - The Director entity.
 
*[[info_director]] - The Director entity.
 
*[[info_game_event_proxy]] - Triggers a game event.
 
*[[info_game_event_proxy]] - Triggers a game event.
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*[[info_gamemode]] - Has outputs to tell which gamemode the map is loaded as. (For dynamic alterations of the map ie: blocked areas for suvival mode)
 
*[[info_goal_infected_chase]] - A target for the bot infected.
 
*[[info_goal_infected_chase]] - A target for the bot infected.
 
*[[info_map_parameters]] - Controls map item parameters.
 
*[[info_map_parameters]] - Controls map item parameters.
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*[[info_zombie_spawn]] - A select spawnpoint for a random infected.
 
*[[info_zombie_spawn]] - A select spawnpoint for a random infected.
  
== Light ==
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=== Light ===
*[[light_directional]] - A dynamic light_environment or env_sun of sorts? Currently unsupported by VRAD.
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*[[light_directional]] - An additional light_environment. Bet results if set to the same angles as the light_environment and change the color to the ambient light setting and add 20-40% more brightness.
 
*[[light_spot]] - Updated to optionally cast dynamic shadows?
 
*[[light_spot]] - Updated to optionally cast dynamic shadows?
  
== Misc. ==
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=== Misc. ===
 
*[[postprocess_controller]] - Controls postprocess effects.
 
*[[postprocess_controller]] - Controls postprocess effects.
 
*[[shadow_control]] - Updated to control dynamic shadows from static lights?
 
*[[shadow_control]] - Updated to control dynamic shadows from static lights?
  
== Point ==
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=== Point ===
 
*[[beam_spotlight]] - Creates a spotlight beam.
 
*[[beam_spotlight]] - Creates a spotlight beam.
 
*[[point_deathfall_camera]] - If a player is in this camera's FOV, it automatically enables when a player is falling to their death. (The same time the player's scream is first heard.)
 
*[[point_deathfall_camera]] - If a player is in this camera's FOV, it automatically enables when a player is falling to their death. (The same time the player's scream is first heard.)
*[[point_viewcontrol_multiplayer]] - A L4D specific point_viewcontrol replacement?
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*[[point_viewcontrol_multiplayer]] - A camera entity that controls all players' views. While it's active, the players will see out of the camera.
*[[point_viewcontrol_survivor]] - A survivor only point_viewcontrol.
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*[[point_viewcontrol_survivor]] - A camera entity that controls the player's view in 3rd person, and can be triggered to zoom into the players head, ending in 1st person view. (For intro sequences)
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*[[commentary_zombie_spawner]] - Used to spawn a specific zombie class for demonstration purposes.
  
== Prop ==
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=== Prop ===
 
*[[prop_car_alarm]] - A car that is able to trigger a panic event when disturbed.
 
*[[prop_car_alarm]] - A car that is able to trigger a panic event when disturbed.
 
*[[prop_car_glass]] - Breakable glass of a car.
 
*[[prop_car_glass]] - Breakable glass of a car.
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*[[prop_minigun]] - A minigun.
 
*[[prop_minigun]] - A minigun.
  
== Trigger ==
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=== Trigger ===
 
*[[trigger_auto_crouch]] - Automatically crouch the survivor when within the volume.
 
*[[trigger_auto_crouch]] - Automatically crouch the survivor when within the volume.
 
*[[trigger_finale]] - Triggers the finale onslaught. (Point entity)
 
*[[trigger_finale]] - Triggers the finale onslaught. (Point entity)
*[[trigger_multiple]] - Updated with the OnEntireTeamStartTouch output.
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*[[trigger_multiple]] - Updated with the OnEntireTeamStartTouch and OnEntireTeamEndTouch outputs.
*[[trigger_once]] - Updated with the OnEntireTeamStartTouch output.
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*[[trigger_once]] - Updated with the OnEntireTeamStartTouch and OnEntireTeamEndTouch outputs.
  
== Weapon Spawn ==
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=== Weapon Spawn ===
 
*[[weapon_ammo_spawn]] - A possible spawnpoint for ammo restock.
 
*[[weapon_ammo_spawn]] - A possible spawnpoint for ammo restock.
 
*[[weapon_autoshotgun_spawn]] - A possible spawnpoint for automatic shotguns.
 
*[[weapon_autoshotgun_spawn]] - A possible spawnpoint for automatic shotguns.
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*[[weapon_smg_spawn]] - A possible spawnpoint for submachineguns.
 
*[[weapon_smg_spawn]] - A possible spawnpoint for submachineguns.
  
 
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[[Category:Left 4 Dead]][[Category:Entities]][[Category:Level Design]]
[[Category:Left 4 Dead]]
 
[[Category:Left 4 Dead Entities]]
 

Latest revision as of 09:52, 10 August 2021

Русский
Left 4 Dead Level Creation



base.fgd

See List of base entities

left4dead.fgd

beam

commentary

env

filter

fog

func

generic

info

logic

point

prop

trigger

weapon

New & Updated

Environment

Filter

Function

  • func_button - Updated to give a target object an edge glow when facing the button and within +use range.
  • func_detail_blocker - When touching a displacement, this entity prevents detail props from being displayed. Useful for creating paths in heavy detailed areas.
  • func_elevator - Used for elevators in Left 4 Dead.
  • func_nav_attribute_region - Possibly sets a region which will automatically have the specified attributes in the nav mesh
  • func_nav_avoidance_obstacle - Possibly used to give higher priority to go around an area, instead of through it, unless the bots or infected have no other choice. (Used around the cubicles in Dead Air 2)
  • func_nav_blocker - Blocks bot navigation.
  • func_orator - A very simple model entity that has animations and response rules. Used for the interactive responses from the church guy.
  • func_playerinfected_clip - Blocks infected from accessing an area in versus mode.
  • func_precipitation - Updated with a new rain and cinder effect.
  • func_precipitation_blocker - A brush entity that prevents rain and snow inside its volume.
  • func_simpleladder - Similar to func_ladder, but uses trigger texture? Three keyvalues names (normal.x, normal.y, normal.z) interfere with the .fgd. (This ladder entity has a team property. It can be found in versus mode. Team = 1 is presumed survivor, team = 2 is infected)
  • fog_volume - Used to fade between env_fog_controllers. (ie: interior vs exterior fog)

Information

Light

  • light_directional - An additional light_environment. Bet results if set to the same angles as the light_environment and change the color to the ambient light setting and add 20-40% more brightness.
  • light_spot - Updated to optionally cast dynamic shadows?

Misc.

Point

  • beam_spotlight - Creates a spotlight beam.
  • point_deathfall_camera - If a player is in this camera's FOV, it automatically enables when a player is falling to their death. (The same time the player's scream is first heard.)
  • point_viewcontrol_multiplayer - A camera entity that controls all players' views. While it's active, the players will see out of the camera.
  • point_viewcontrol_survivor - A camera entity that controls the player's view in 3rd person, and can be triggered to zoom into the players head, ending in 1st person view. (For intro sequences)
  • commentary_zombie_spawner - Used to spawn a specific zombie class for demonstration purposes.

Prop

Trigger

  • trigger_auto_crouch - Automatically crouch the survivor when within the volume.
  • trigger_finale - Triggers the finale onslaught. (Point entity)
  • trigger_multiple - Updated with the OnEntireTeamStartTouch and OnEntireTeamEndTouch outputs.
  • trigger_once - Updated with the OnEntireTeamStartTouch and OnEntireTeamEndTouch outputs.

Weapon Spawn