info_gamemode

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Info gamemode.png

Left 4 Dead Left 4 Dead 2 info_gamemode is a point entity available in the 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.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Angles:
Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Inputs


Targetname:
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png 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.png 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.png 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

OnCoop
Fired when the map spawns in coop games.
OnVersus
Fired when the map spawns in versus games.
OnSurvival
Fired when the map spawns in survival games.
OnScavenge  (in all games since Left 4 Dead 2)
Fired when the map spawns in scavenge mode.
OnCoopPostIO  (in all games since Left 4 Dead 2)
Fired after all entity IO generated by OnCoop has finished.
OnVersusPostIO  (in all games since Left 4 Dead 2)
Fired after all entity IO generated by OnVersus has finished
OnSurvivalPostIO  (in all games since Left 4 Dead 2)
Fired after all entity IO generated by OnSurvival has finished
OnScavengePostIO  (in all games since Left 4 Dead 2)
Fired after all entity IO generated by OnScavenge has finished
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.
OnNavAnalyze  (in all games since Left 4 Dead 2)
Fired when the map is loaded with -navanalyze on the command line.

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.

See also