info_gamemode

From Valve Developer Community
Jump to navigation Jump to search
English (en)Translate (Translate)
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.

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  (in all games since Left 4 Dead 2)
OnVersusPostIO  (in all games since Left 4 Dead 2)
OnSurvivalPostIO  (in all games since Left 4 Dead 2)
OnScavengePostIO  (in all games since 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  (in all games since 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  (in all games since Left 4 Dead 2)
Fired when the map is loaded with -navanalyze on the command line.

Inputs

PostSpawnActivate  !FGD
Fired internally and causes On<Mode> output to fire.
PreRoundActivate  !FGD
Fired internally and causes On<Mode>PostIO output to fire.
FireScavengeMatchStart  !FGD
Fired 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