info_transitioning_player
		
		
		
		
		
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 Bug:In
Bug:In  Left 4 Dead 2 maps with the L4D1 survivor set (
 Left 4 Dead 2 maps with the L4D1 survivor set (
 Idea:If you want to use the
Idea:If you want to use the 
 Bug:This entity will remain for the whole chapter if the player it was replacing disconnects during loading. [confirm]   [todo tested in ?]
Bug:This entity will remain for the whole chapter if the player it was replacing disconnects during loading. [confirm]   [todo tested in ?]
	
		
	
|  Class hierarchy | 
|---|
| CTransitioningPlayer | 
info_transitioning_player  is a   model entity  available in 
 Left 4 Dead series. This entity will be used as a placeholder for players loading during map transition if the ConVar
 Left 4 Dead series. This entity will be used as a placeholder for players loading during map transition if the ConVar sb_transition is set to 0.
 Bug:In
Bug:In  Left 4 Dead 2 maps with the L4D1 survivor set (
 Left 4 Dead 2 maps with the L4D1 survivor set ("survivor_set" "1"in the mission file), the game will crash with the model not precached error. This is because the entity is trying to use L4D2 survivor models  [todo tested in ?] Idea:If you want to use the
Idea:If you want to use the sb_transition 0 ConVar this precache issue can be fixed by creating mapspawn_addon.nut and precaching the L4D2 survivors in there if it's needed. See L4D2 VScripts for more info about mapspawn_addon.nut. If using a mode file is an option then setting precache_all_survivors 1 ConVar there will do the trick too.  Bug:This entity will remain for the whole chapter if the player it was replacing disconnects during loading. [confirm]   [todo tested in ?]
Bug:This entity will remain for the whole chapter if the player it was replacing disconnects during loading. [confirm]   [todo tested in ?]ConVars
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| sb_transition | 1 | boolean | If true, survivor bots will be used as placeholders for survivors who are still changing levels | 
Example
The entity in action. The VScript precache fix was used here; otherwise, there would be a crash.

