info_map_parameters

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Class hierarchy
CMapInfo
CPointEntity
CBaseEntity

info_map_parameters is a point entity available in Left 4 Dead series Left 4 Dead series.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceLeft 4 DeadLeft 4 Dead 2Counter-Strike: Global Offensive.
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non preserved entities may have undesirable effects.

This entity determines the density of all item spawns and weapons spawned with weapon_spawn. It does not work on specific weapon spawnpoints such as weapon_rifle_spawn. If you want to control spawnpoints for specific guns, use weapon_spawn and force it to only spawn a specific gun.


The item density is calculated per 100 square yards. Which is the eqivalent of a hammer cube with each side being 360 units long.
1 inch = 1 unit. 1 yard = 36 inches/units. 100 square yards = 10x10 yards (360x360 inches/units).

Todo: This need to be validated. The numbers were taken from different cases where hammer units were equated to real life measurements.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pain Pill density (PainPillDensity) <float>
Pain Pill density per sq 100 yards
Molotov density (MolotovDensity) <float>
Molotov density per sq 100 yards
Pipe Bomb density (PipeBombDensity) <float>
Pipe Bomb density per sq 100 yards
Pistol density (PistolDensity) <float>
Pistol density per sq 100 yards
Weapon density (WeaponDensity) <float> (only in Left 4 Dead)
Weapon (non-pistol) density per sq 100 yards
Gas Can density (GasCanDensity) <float>
Gas Can density per sq 100 yards
Oxygen Tank density (OxygenTankDensity) <float>
Oxygen Tank density per sq 100 yards
Propane Tank density (PropaneTankDensity) <float>
Propane Tank density per sq 100 yards
Item Cluster Range (ItemClusterRange) <float>
Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
Icon-Bug.pngBug:Doesn't work in neither game. Value of cvar director_item_cluster_range is used instead which is by default 50.  [todo tested in?]
Finale Item Cluster Count (FinaleItemClusterCount) <integer>
How many clusters of items will be populated in the finale
Ammo pile density (AmmoDensity) <float> (only in Left 4 Dead 2)
Ammo pile density per sq 100 yards
Melee Weapon density (MeleeWeaponDensity) <float> (only in Left 4 Dead 2)
Melee Weapon density per sq 100 yards
Adrenaline density (AdrenalineDensity) <float> (only in Left 4 Dead 2)
Adrenaline density per sq 100 yards
Defibrillator density (DefibrillatorDensity) <float> (only in Left 4 Dead 2)
Defibrillator density per sq 100 yards
Boomer Bile density (VomitJarDensity) <float> (only in Left 4 Dead 2)
Boomer Bile density per sq 100 yards
Ammo upgrade density (UpgradepackDensity) <float> (only in Left 4 Dead 2)
Ammo upgrade pack density per sq 100 yards
Super Weapon density (ChainsawDensity) <float> (only in Left 4 Dead 2)
Chainsaw, Grenade Launcher and M60 density per sq 100 yards
Configurable Weapon Spawn density (ConfigurableWeaponDensity) <float> (only in Left 4 Dead 2)
Density for weapon_spawn entities, -1 to spawn all
Configurable Weapon Cluster Range (ConfigurableWeaponClusterRange) <float> (only in Left 4 Dead 2)
weapon_spawn entities that are this close to each other are considered a single 'cluster' for population purposes
Magnum Pistol Spawn density (MagnumDensity) <float> (only in Left 4 Dead 2)
Density for weapon_magnum_spawn entities, -1 to spawn all

Inputs

UpdateCvars
Stuff values from this entity into cvars for tweaking
Icon-Important.pngImportant:Use this input only for tweaking and not while running the map. It sets the director_scavenge_item_override cvar to 1 and it's not reset to default value in next map. Which means map that uses this may break item spawning in next chapter or even in different campaigns.

ConCommands

Cvar/CommandParameters or default valueDescriptorEffect
director_solve_item_density<int>Pass the number of items you'd want in this map and this spits out the map density value.

ConVars

Cvar/CommandParameters or default valueDescriptorEffect
director_scavenge_item_override0Override map-specified item densities with cvar values for tuning
director_adrenaline_density6.48Items per 100 yards square
director_ammo_density6.48Items per 100 yards square
director_configurable_weapon_spawn_density-1.0Items per 100 yards square (-1 to spawn all)
director_defibrillator_density6.48Items per 100 yards square
director_gas_can_density6.48Items per 100 yards square
director_magnum_spawn_density-1.0Items per 100 yards square (-1 to spawn all)
director_melee_weapon_density6.48Items per 100 yards square
director_molotov_density6.48Items per 100 yards square
director_oxygen_tank_density6.48Items per 100 yards square
director_pain_pill_density6.48Items per 100 yards square
director_pipe_bomb_density6.48Items per 100 yards square
director_pistol_density4Items per 100 yards square
director_propane_tank_density6.48Items per 100 yards square
director_super_weapon_density6.48Items per 100 yards square
director_upgradepack_density6.48Items per 100 yards square
director_vomitjar_density6.48Items per 100 yards square
director_finale_item_cluster_count3How many clusters of items will be populated in the finale
director_item_cluster_range50Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
director_weapon_cluster_range100Scavenge weapons within this range are selected to be of the same tier, and not contain duplicate types


See also