info_map_parameters
info_map_parameters is a point entity available in the following Source engine games:
Left 4 Dead,
Left 4 Dead 2,
Counter-Strike: Source,
Counter-Strike: Global Offensive.
Contents
Entity description
It defines game-specific map parameters.
It specifies which team can buy and C4 explosion radius in Counter-Strike: Source and Counter-Strike: Global Offensive.
In Left 4 Dead series, it defines the density of weapons & items.
Keyvalues
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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)
- 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.
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.
Counter-Strike: Source / Counter-Strike: Global Offensive
- Team that can buy
<integer>
- Defines which teams can buy weapons
- C4 Explosion Radius
<integer>
- Overrides the default radius of the explosion when the C4 bomb explodes. Max range is 2048.
- Pet Population
<integer>
- Determines the target population of pets (chicken,
only)

- Use Normal Spawns in Deathmatch?
<integer>
- Set to true if the map should use the mapper-placed spawn points instead of generating random ones. (
only)
- Disable Autogenerated DM Spawns?
<integer>
- Set to true if you want to manually place info_deathmatch_spawns and not have the engine generate them. (
only)
- Bot Max Vision Distance
<integer>
- Sets the maximum distance bots can see enemies. Default is -1, unlimited. (
only)
Left 4 Dead / Left 4 Dead 2
- Pain Pill density
<float>
- Pain Pill density per sq 100 yards
- Molotov density
<float>
- Molotov density per sq 100 yards
- Pipe Bomb density
<float>
- Pipe Bomb density per sq 100 yards
- Pistol density
<float>
- Pistol density per sq 100 yards
- Weapon density
<float>
- Weapon (non-pistol) density per sq 100 yards (
only)
- Gas Can density
<float>
- Gas Can density per sq 100 yards
- Oxygen Tank density
<float>
- Oxygen Tank density per sq 100 yards
- Propane Tank density
<float>
- Propane Tank density per sq 100 yards
- Item Cluster Range
<float>
- Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
- Finale Item Cluster Count
<integer>
- How many clusters of items will be populated in the finale
- Ammo pile density
<float>
(in all games since)
- Ammo pile density per sq 100 yards
- Melee Weapon density
<float>
(in all games since)
- Melee Weapon density per sq 100 yards
- Adrenaline density
<float>
(in all games since)
- Adrenaline density per sq 100 yards
- Defibrillator density
<float>
(in all games since)
- Defibrillator density per sq 100 yards
- Boomer Bile density
<float>
(in all games since)
- Boomer Bile density per sq 100 yards
- Ammo upgrade density
<float>
(in all games since)
- Ammo upgrade pack density per sq 100 yards
- Super Weapon density
<float>
(in all games since)
- Chainsaw and Grenade Launcher density per sq 100 yards
- Configurable Weapon Spawn density
<float>
(in all games since)
- Density for weapon_spawn entities, -1 to spawn all
- Configurable Weapon Cluster Range
<float>
(in all games since)
- weapon_spawn entities that are this close to each other are considered a single 'cluster' for population purposes
- Magnum Pistol Spawn density
<float>
(in all games since)
- Density for weapon_magnum_spawn entities, -1 to spawn all
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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)
- 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.
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
UpdateCvars
- Stuff values from this entity into cvars for tweaking
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
toFireUser4
- 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)
- 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)
- 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
, 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) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !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) !FGD
- Set this entity's angles.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.
Useful console commands
director_solve_item_density
- Pass the number of items you'd want in this map and this spits out the map density value.