info_gamemode

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Class hierarchy
CInfoGameMode
CBaseEntity
Info gamemode.png

info_gamemode is a point entity available in Left 4 Dead series Left 4 Dead series. When a map is loaded, this entity can fire outputs depending on the current game mode. This allows the all game modes to be available in a single map instead of having separate maps for each game mode.

Note.pngNote:This entity counts as an edict. There is also not much reason to use more than one per map as the entity can hold any number of outputs.

Outputs

OnCoop
OnVersus
OnSurvival
OnScavenge
Fired when the map spawns in specified mode.
Note.pngNote:OnCoop fires in realism
Icon-Bug.pngBug:Killing the info_gamemode itself in one of these outputs with 0 delay crashes the game  (tested in: l4d2)


OnCoopPostIO  (only in Left 4 Dead 2)
OnVersusPostIO  (only in Left 4 Dead 2)
OnSurvivalPostIO  (only in Left 4 Dead 2)
OnScavengePostIO  (only in Left 4 Dead 2)
Fired shortly after all scavenge items have been populated
Note.pngNote:This doesn't mean item populating causes the output to be fired, mentioning item being populated just as a frame of reference
Tip.pngTip:Useful when wanting to spawn templated weapon_* entities and not have it affected by info_map_parameters densities [confirm]
Warning.pngRisk of Confusion:Description in FGD is not correct. This output does fire later than On<Mode> outputs but it doesn't wait until IO generated by it finishes. Doesn't even wait for the delays specified in On<Mode> outputs to expire.
Icon-Bug.pngBug*:On<mode> and On<mode>PostIO outputs simply check base gamemode to determine whether to fire. So if a mode file specifies something else than coop, realism, versus, scavenge, survival as its base none of them will fire


OnScavengeMatchStart  (only in Left 4 Dead 2)
Fired on the first map load of a scavenge match. Doesn't fire on round restarts.
Note.pngNote:Fires shortly after OnGameplayStart of info_director is fired
OnNavAnalyze  (only in Left 4 Dead 2)
Fired when the map is loaded with -navanalyze on the command line.

Inputs

PostSpawnActivate  !FGD
Called internally and causes On<Mode> output to fire.
Warning.pngWarning:Crashes the game via infinite recursion if used by I/O system. Internally it's called using AcceptInput function which isn't exposed to vscript.
PreRoundActivate  !FGD
Called internally and causes On<Mode>PostIO output to fire.
FireScavengeMatchStart  !FGD
Called internally and causes OnScavengeMapStart output to fire.
Tip.pngIdea:Vscripts Input[InputName] hook can be used on these.
Todo:  What happens when preventing these to fire by returning false ?

See also