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. For default coop use info_map_parameters
This only defines spawn density of weapon_spawn and weapon_item_spawn entities. It Does not work on specific 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.

Keyvalues

Pain Pill density (PainPillDensity) <float>
Pain Pill density per sq 100 yards. Default value is 6.48
Molotov density (MolotovDensity) <float>
Molotov density per sq 100 yards. Default value is 6.48
Pipe Bomb density (PipeBombDensity) <float>
Pipe Bomb density per sq 100 yards. Default value is 6.48
Pistol density (PistolDensity) <float>
Pistol density per sq 100 yards. Default value is 6.48
Weapon density <float>
Weapon (non-pistol) density per sq 100 yards (Left 4 Dead only)
Gas Can density (GasCanDensity) <float>
Gas Can density per sq 100 yards. Default value is 6.48
Oxygen Tank density (OxygenTankDensity) <float>
Oxygen Tank density per sq 100 yards. Default value is 6.48
Propane Tank density (PropaneTankDensity) <float>
Propane Tank density per sq 100 yards. Default value is 6.48
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. Default value is 50
Finale Item Cluster Count (FinaleItemClusterCount) <integer>
How many clusters of items will be populated in the finale. Default value is 3
Ammo pile density (AmmoDensity) <float> (in all games since Left 4 Dead 2)
Ammo pile density per sq 100 yards. Default value is 6.48
Melee Weapon density (MeleeWeaponDensity) <float> (in all games since Left 4 Dead 2)
Melee Weapon density per sq 100 yards. Default value is 6.48
Adrenaline density (AdrenalineDensity) <float> (in all games since Left 4 Dead 2)
Adrenaline density per sq 100 yards. Default value is 6.48
Defibrillator density (DefibrillatorDensity) <float> (in all games since Left 4 Dead 2)
Defibrillator density per sq 100 yards. Default value is 2.5
Boomer Bile density (VomitJarDensity) <float> (in all games since Left 4 Dead 2)
Boomer Bile density per sq 100 yards. Default value is 6.48
Ammo upgrade density (UpgradepackDensity) <float> (in all games since Left 4 Dead 2)
Ammo upgrade pack density per sq 100 yards. Default value is 1.0
Super Weapon density (ChainsawDensity) <float> (in all games since Left 4 Dead 2)
Chainsaw and Grenade Launcher density per sq 100 yards. Default value is 1.0
Configurable Weapon Spawn density (ConfigurableWeaponDensity) <float> (in all games since Left 4 Dead 2)
Density for weapon_spawn entities, -1 to spawn all. Default value is -1.0
Configurable Weapon Cluster Range (ConfigurableWeaponClusterRange) <float> (in all games since Left 4 Dead 2)
weapon_spawn entities that are this close to each other are considered a single 'cluster' for population purposes. Default value is 100
Magnum Pistol Spawn density (MagnumDensity) <float> (in all games since Left 4 Dead 2)
Density for weapon_magnum_spawn entities, -1 to spawn all. Default value is -1.0

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since 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 (thinkfunction) <string> (in all games since 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.png 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.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

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.

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