info_ambient_mob

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<Left 4 Dead 2> Warning: Display title "info_ambient_mob" overrides earlier display title "Info ambient mob".info_ambient_mob is a point entity available in Left 4 Dead 2. It is an universal ambient mob start/end (use with care!).

To do: Figure out how the entity works in-game.

KeyValues

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

Outputs

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

Uses in official maps

The following maps use info_ambient_mob. Targetnames are not used.

c5m2_park
  1. Located in a secluded area behind the building right after exiting the safe room. It is the area furthest from the bar that has a dynamic pathway in c5m1_waterfront.
  2. An area of concrete fences unreachable, between the gazebo and the narrow pathway leading to the queuing/quarantine area.
  3. Facing in the direction of the escape route, way behind the quarantine/queuing area before the gauntlet event. Behind concrete barriers and fences by the weapon spawns along the highway path.
  4. Behind concrete barriers left of the stairs leading to the park entrance.
  5. In narrow alleyway from the previous map, right of the building when entering the safe room in c5m1_waterfront.
  6. In flow towards park, it is in the park to the far left where it is unreachable to survivors. It is square space consisting of walls made out of bush props.
  7. Right by the park bushes (number 6, above), but unreachable and surrounded by concrete walls.

See also