info_map_parameters_versus

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<Left 4 Dead><Left 4 Dead 2> info_map_parameters_versus is a point entity available in the Left 4 Dead series. It defines L4D-specific map parameters for versus games.

Keyvalues

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 (<Left 4 Dead> 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> (New with Left 4 Dead 2)
Ammo pile density per sq 100 yards
Melee Weapon density <float> (New with Left 4 Dead 2)
Melee Weapon density per sq 100 yards
Adrenaline density <float> (New with Left 4 Dead 2)
Adrenaline density per sq 100 yards
Defibrillator density <float> (New with Left 4 Dead 2)
Defibrillator density per sq 100 yards
Boomer Bile density <float> (New with Left 4 Dead 2)
Boomer Bile density per sq 100 yards
Ammo upgrade density <float> (New with Left 4 Dead 2)
Ammo upgrade pack density per sq 100 yards
Super Weapon density <float> (New with Left 4 Dead 2)
Chainsaw and Grenade Launcher density per sq 100 yards
Configurable Weapon Spawn density <float> (New with Left 4 Dead 2)
Density for weapon_spawn entities, -1 to spawn all
Configurable Weapon Cluster Range <float> (New with 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 <float> (New with Left 4 Dead 2)
Density for weapon_magnum_spawn entities, -1 to spawn all

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
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 <string> (New with Left 4 Dead 2)
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) <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 and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with 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> (New with 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: 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: 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with 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> (New with Alien Swarm) !FGD
Set this entity's angles.

Outputs

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 the Left 4 Dead series)
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.

See also