L4D2 Director Scripts

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SquirrelLeft 4 Dead 2 Left 4 Dead 2 Director scripts are vscripts that are primarily used to influence the behavior of the AI Director. They are extensively used for custom finales and gauntlet events.

Usage

Director scripts typically contain a table named DirectorOptions, which contains variables that change up the decision making of the Director. They can be ran / stopped with the following inputs to the info_director entity:

BeginScript <scriptlist>
Run Director scripts, and parse their DirectorOptions table once. If a Director script is already running and this input is called, the previous Director script automatically stops running.
EndScript
Ends the running script and resets the Director options to either the map's DirectorOptions values, or the default settings.
ScriptedPanicEvent <scriptlist>
With the script names given they'll be ran as a scripted panic event, which is like a mini finale, so a script should be structured as a finale script.
Note.pngNote:Scripts used with these inputs will not work if they are in a subdirectory under thevscriptsfolder, even though you can use subdirectories in other script contexts. Events will play out only the 1 second DELAY "stage 0" if they violate this.

There is also a CDirector object for VScripts, and its extra functions can be paired for customizing your Director scripts.

General scripts and Onslaughts

Scripts launched with the BeginScript Director input run until a different script is launched, or the script is manually ended with the EndScript input. Unless new Director Options are set, the gameplay continues on as normally.

Onslaught events are created by manipulating the pacing and spawn limits of mobs and special infected.

c2m4_barns_onslaught.nut (with annotations):

Msg("Initiating Onslaught\n");

DirectorOptions <-
{
	// This turns off tanks and witches (when true).
	ProhibitBosses = false
	
	//LockTempo = true

	// Sets the time between mob spawns. Mobs can only spawn when the pacing is in the BUILD_UP state.
	MobSpawnMinTime = 1
	MobSpawnMaxTime = 1

	// How many zombies are in each mob.
	MobMinSize = 30
	MobMaxSize = 30
	MobMaxPending = 30

	// Modifies the length of the SUSTAIN_PEAK and RELAX states to shorten the time between mob spawns.
	SustainPeakMinTime = 5
	SustainPeakMaxTime = 10
	IntensityRelaxThreshold = 0.99
	RelaxMinInterval = 1
	RelaxMaxInterval = 5
	RelaxMaxFlowTravel = 50

	//Special infected options
	SpecialRespawnInterval = 1.0
        SmokerLimit = 2
        JockeyLimit = 0
        BoomerLimit = 0
        HunterLimit = 2
        ChargerLimit = 1

	// Valid spawn locations
	PreferredMobDirection = SPAWN_NO_PREFERENCE
	ZombieSpawnRange = 2000
}

Director.ResetMobTimer()		// Sets the mob spawn timer to 0.
Director.PlayMegaMobWarningSounds()	// Plays the incoming mob sound effect.

Finales and Scripted Panic Events

The structure of custom finales and scripted panic events (or mini-finales) setup their structure with a script. In the script, its DirectorOptions table defines:


  • Total wave count
  • Type of each wave, and a value
  • Optional alternative waves

To load a custom finale script, nothing extra needs to be done other than naming the script as [current map]_finale.nut. The script will be automatically loaded when the custom finale starts.

However, scripted panic events are different; they are always manual, and initiated by inputting ScriptedPanicEvent [scriptfilename] to info_director without file extensions nor parent folders.

Icon-Bug.pngBug:In Scripted Panic Events:
  • Sending an EndCustomScriptedStage input or running Director.ForceNextStage() during a SCRIPTED stage ends the whole event.
  • When the last stage ends, its repeated once more but with the default values. Effects are as follows:

  • PANIC and TANK stages will repeat with only 1x Wave / Tank.
  • DELAY and SCRIPTED stages repeat, but are then skipped immediately.
Note.pngNote:The repeating bug can be circumvented by using the ONSLAUGHT/SCRIPTED stage to call another director script which ends the event via an EndCustomScriptedStage input to the info_director entity.


Setting up Stages

There are 4 main types of stages (visit StageTypeAppendix for others):

Name Value Description
PANIC 0 A panic event; The value is the number of infected waves.
TANK 1 Spawn tank(s), with the value as the number of tanks to spawn.
DELAY 2 A delay, its value is the number of seconds to wait before it goes to the next stage.
SCRIPTED 3 Sometimes with the ONSLAUGHTname; sets up a stage using the loaded script's contents. The value is the name of the relevant VScript (with no file extension).

In SCRIPTED, the script is fully responsible for dictating when it'll end! To end the stage, send the EndCustomScriptedStage input to a info_director entity. Moreover on finales, these two can be used instead:


Code Sample

An example custom finale script, that also makes use of various finale settings documented at later parts of this page:

const ERROR = -1
const PANIC = 0
const TANK = 1
const DELAY = 2
const SCRIPTED = 3 

DirectorOptions <-
{
	//-----------------------------------------------------
	A_CustomFinale_StageCount = 3 // Number of stages. Used for calculating the Versus score.
	B_CustomFinale_StageCount = 3 // Number of stages for the alternate B finale type
	
	A_CustomFinale1 = PANIC
	A_CustomFinaleValue1 = 2	// Two panic waves.
	
	A_CustomFinale2 = DELAY
	A_CustomFinaleValue2 = 5 	// Delay for five seconds in addition to stage delay.
	
	A_CustomFinale3 = TANK
	A_CustomFinaleValue3 = 3 	// 3 tanks! Start rescue for Finale Type A after this wave ends too.
	
	B_CustomFinale1 = SCRIPTED
	B_CustomFinaleValue1 = "my_scripted_stage"	// Start of with running a custom scripted stage using a separate script.
	
	B_CustomFinale2 = TANK
	B_CustomFinaleValue2 = 1 	// Follow up with a single tank.

	B_CustomFinale3 = DELAY
	B_CustomFinaleValue3 = 5	// Wait five more seconds ... rescue for Finale Type B!

	//-----------------------------------------------------

	CommonLimit = 10
	SpecialRespawnInterval = 25
}

function OnBeginCustomFinaleStage( num, type ) // This function is run at the beginning of every stage.
{
	printl( "Beginning custom finale stage #" + num + " of type: " + type )
	if( DirectorOptions.CommonLimit < 30 )
		DirectorOptions.CommonLimit = num * 5 // Increase commons by 5 linearly with stages.
}

See a list of all official finale scripts here.

Adaptive Dramatic Pacing

Blank image.pngTodo: Add info from [1]

Callbacks

When functions with these specific names are placed in a Director script scope table (see delegation rules), they get called by C++ with specific arguments used.

LocalScript based callbacks

  • float GetCustomScriptedStageProgress(float defvalue)
Will be called during FINALE_CUSTOM_SCRIPTED stages. The function should return a value from 0-1 to indicate the completion percentage of the stage. The default time-based completion percentage is passed in as a parameter.
  • void OnBeginCustomFinaleStage(int num, int type)
Will be called on every scripted panic event or finale stage change. This is how you would change director options between stages (spawn directions, etc). num refers to the finale stage number passed by the director and type is the stage type (PANIC, TANK, etc.) following the standard, STAGE_ prefixed, enumeration.
Icon-Bug.pngBug:The CEntities object will not work properly in this callback, always returning the default value null every tick until Squirrel terminates the script.

ChallengeScript based callbacks

  • void GetNextStage()
Called by the director when it wants a new stage. It can be forced with Director.ForceNextStage(). Used by Dash, Holdout and Tank Run.

DirectorOptions

TheDirectorOptionstable is used for overriding various Director variables that govern among other things: infected spawning rough distance, finale stages, and others.

In mode and map scripts, use SessionOptions and MutationOptions/MapOptions! SessionOptions for influencing the director, while the MutationOptions/MapOptions tables for setting default values. This is because BaseScriptedDOTable has priority and overrides some initial parameters in the DirectorOptions table of the mode script scope (see MergeSessionOptionTables in scriptedmode.nut).

Note.pngNote:'Mode scripts' term refer to scripts ran when a specific gamemode is active, like shootzones.nut. 'Map scripts' on the other hand, could run anytime during a map, dependent of map logic. Examples for this include: c3m1_plankcountry_holdout.nut,c9m1_minifinale.nut and c11m4_reserved_wanderers.nut.

Though, while customizing the Director's behaviour, you might come across these issues:

The Fields interact a lot!
Say you have a custom mutation mod, and you use aDirectorOptionstable to influence the Director. It reducesCommonLimit for lesser Commons, but also reduces bothMobSpawnTimeMinandMobSpawnTimeMax to make them respawn faster. However, when playtesting your mod on Dead Center, everything seems to revert to default after you complete the Gauntlet fetch quest, featuring weapon_cola_bottles. While not a great example scenario, this is to show something that can happen if you're not careful: Things working not as expected, as DirectorOptions have been set in ways that conflict, causing unexpected behaviors.

When you see odd behavior like this, think about what other variables and objects might be interfering with your plans. Going back to the earlier example, the cause of this could be other scripts using aDirectorOptionstable, so if you remember, you could try aMutationOptionstable and see if it works. But if it doesn't, its okay, because if you inspect the keys documentation below, you'll find out the keycm_CommonLimitalso exists, and could solve your other problems. Viewing the list of usableDirectorOptionskeys can be very vital when debugging issues like these, sometimes you find something that just does what exactly you want.

Don't forget to use the proper assignment operator!
With a new DirectorOptions table, you should use the<-operator. <- is required over using thelocaltag and the= operator, as variables created with<-become globals, allowing the C++ side of the game to use DirectorOptions.

Note.pngNote:The default values are for reference of the values set elsewhere in-game (if it has one), and do NOT mean that the DirectorOption key is set by default. Blank values for a key also imply something simply has no default value.

General

Name Type Default value Description
AlwaysAllowWanderers bool false
BuildUpMinInterval int 15 Minimum time in seconds the BUILD_UP stage lasts.
ClearedWandererRespawnChance int 0; 3 in Scavenge Percent chance (0-100) that cleared nav areas will get re-populated with wanderers.
DisallowThreatType int Disallows boss types from being spawned in threat areas in coop mode. Valid flags are:ZOMBIE_WITCH, ZOMBIE_TANK
FarAcquireRange float 2500.0 The maximum range common infected can spot survivors.
NearAcquireRange float 200.0 The range where common infected can spot survivors in the least amount of time.
FarAcquireTime float 5.0 The time it takes for an infected to acquire the survivor after spotting them at maximum range.
NearAcquireTime float 0.5 The time it takes for an infected to acquire the survivor after spotting them at minimum range.
GasCansOnBacks bool false Puts the Hard Rain diesel cans on the survivors backs.
GetSpecialSlotCountdownTime float
IgnoreNavThreatAreas bool false Likely prevents bosses from spawning along the nav.
Confirm:In proper category, and still working? Used in dash
InfectedFlags int 0 Applies flags to newly spawned infected. Valid flags are: INFECTED_FLAG_CANT_SEE_SURVIVORS, INFECTED_FLAG_CANT_HEAR_SURVIVORS, INFECTED_FLAG_CANT_FEEL_SURVIVORS
IntensityRelaxAllowWanderersThreshold float 0.8 in Expert; 0.5 in Advanced; 0.3 in other difficulties If the maximum intensity of the survivors is below this threshold, wandering commons can spawn.
IntensityRelaxThreshold float 0.9 All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)
JournalString string -none-
Blank image.pngTodo: Used in holdout, seems to build some kind of table. Is this for the Director Journal related I/O inputs?
LockTempo bool false, true in finales Locks the Director tempo in the BUILD_UP phase.
Note.pngNote:The phases cycle consists of: BUILD_UP -> SUSTAIN_PEAK -> PEAK_FADE -> RELAX -> BUILD_UP again. Hordes only spawn in the BUILD_UP tempo.
MobRechargeRate float 0.0025 How fast a mob's CI spawn in-between each other.
MobSpawnMaxTime float 180.0-240.0 Maximum time in seconds between mob spawns. Default value depends on difficulty.
MobSpawnMinTime float 90.0-120.0 Minimum time in seconds between mob spawns. Default value depends on difficulty.
MusicDynamicMobScanStopSize int 3 When fewer than this many of a mob are in play, the mob music stops.
MusicDynamicMobSpawnSize int 25 Spawning a mob this large will play the mob music.
MusicDynamicMobStopSize int 8 When a mob gets to this size, the Director thinks about stopping the mob music.
NumReservedWanderers int 0 The number of wandering infected that cannot be despawned for mobs.
PanicForever bool false This seems to only work in gauntlets.
PausePanicWhenRelaxing bool false
Confirm:In proper category, and still working? Used in dash
PreferredMobDirection int -1 Valid flags are: SPAWN_ABOVE_SURVIVORS, SPAWN_ANYWHERE, SPAWN_BEHIND_SURVIVORS, SPAWN_FAR_AWAY_FROM_SURVIVORS, SPAWN_IN_FRONT_OF_SURVIVORS, SPAWN_LARGE_VOLUME, SPAWN_NEAR_IT_VICTIM, SPAWN_NO_PREFERENCE
Note.pngNote:SPAWN_NEAR_IT_VICTIM does not exist before a finale and will cause an error, so I'm assuming the director picks someone as IT when the finale starts.[confirm]
Note.pngNote:The flag names are case sensitive. Not using all caps will result in errors.
Note.pngNote:SPAWN_LARGE_VOLUMEis what makes infected be a considerable distance away, like on Dead Center finale.
Blank image.pngTodo: Explain more, and do it on a new page forPreferredMobDirection
PreferredMobPosition Vector Vector(0, 0, 0)
Confirm:In proper category
PreferredMobPositionRange float 1000.0 Only works if PreferredMobDirection is set to SPAWN_NEAR_POSITION.
Confirm:In proper category
PreferredSpecialDirection int -1
Note.pngNote:The same values for PreferredMobDirection appear to work, BUT the following have also been seen, it is unknown if it's just redundancy. SPAWN_SPECIALS_ANYWHERE, SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS
ProhibitBosses bool false Prohibits tanks and witches from being spawned by the Director in THREAT areas. Campaign modes only.
RelaxMaxFlowTravel float 3000 How far the survivors can advance along the flow before transitioning from RELAX to BUILD_UP.
RelaxMaxInterval float 45 Maximum seconds to spend in the RELAX tempo.
RelaxMinInterval float 30 Minimum seconds to spend in the RELAX tempo.
ShouldAllowMobsWithTank bool false Whether to allow spawning of infected mobs (except Boomer / Bile Bomb spawned mobs) when a tank is in play. Campaign modes only.
ShouldAllowSpecialsWithTank bool false Whether to allow spawning of Special Infected when a tank is in play. Campaign modes only.
Warning.pngWarning:Causes the Director to spawn Special Infecteds by time, instead of tempo.
ShouldConstrainLargeVolumeSpawn bool true IfSPAWN_LARGE_VOLUMEis used, it'll obey the restrictions imposed by the convarsz_large_volume_mob_too_far_xyandz_large_volume_mob_too_far_z.
Blank image.pngTodo: Move to new page with images
ShouldIgnoreClearStateForSpawn bool false
Confirm:In proper category, and still working? Used in dash
SpawnBehindSurvivorsDistance float Appears to require PreferredSpecialfction = SPAWN_BEHIND_SURVIVORS
SpecialInfectedAssault bool false
Blank image.pngTodo: confirm category/working
SpecialInitialSpawnDelayMax float 60.0 Specials cannot spawn for this many time maximum after the survivors exited the saferoom. Campaign modes only.
SpecialInitialSpawnDelayMin float 30.0 Specials cannot spawn for this many time minimum after the survivors exited the saferoom. Campaign modes only.
SpecialRespawnInterval float 45 in Campaign, 20 in Versus Time in seconds before a Special Infected slot can respawn an infected.
SurvivorMaxIncapacitatedCount int 2 Maximum amount of survivor incapacitating before dying.
SustainPeakMaxTime float 5 in minutes[confirm]
SustainPeakMinTime float 3 in minutes[confirm]
TankHitDamageModifierCoop float 1.0 Damage dealt by Tanks is multiplied by this number in non PvP modes.
TankRunSpawnDelay float 15 in seconds (mutation19.nut Taaannnkk!)
Confirm:In proper category, and still working? Used in dash
WanderingZombieDensityModifier float 0.027 for versus, 0.03 otherwise Multiplier for the amount of wandering infected.
WaterSlowsMovement bool true The campaign "The Sacrifice" manually places trigger_playermovement in some of its maps's water.
ZombieDiscardRange int 2500 Any CI beyond this point will be deleted, while any AI-controlled SI will suicide.
ZombieDontClear bool false Do not mark nav areas as cleared.
ZombieSpawnInFog bool false Allows zombies to spawn in in line-of-sight of survivors in fogged areas.
ZombieSpawnRange float 1500.0 Maximum distance from the survivors that the infected can spawn.
ZombieTankHealth float 4000.0 Sets the amount of health a tank spawns with. The health is later affected by hidden health modifiers:

  • Easy? - x0.75
  • Advanced?, Expert? - x2
  • Versus modes? - x1.5

Spawning limits

Warning.pngWarning:Only the limits for bosses affect spawners.
Name Type Default value Description
BileMobSize int Number of commons spawned in a mob when a bile bomb is thrown or a survivor is hit by vomit. Also controls the common limit if a survivor is currently vomited on. Only works if either scripted mode is enabled or the finale is active. Found in the Dead Center and The Passing finales.
Note.pngNote:The common limit is not changed if the finale is a gauntlet finale.
BoomerLimit int 1 Maximum number of Boomers allowed to be in play simultaneously.
ChargerLimit int 1 Maximum number of chargers allowed to be in play simultaneously.
CommonLimit int 30 Maximum number of commons allowed to be in play simultaneously.
DominatorLimit int 2 Maximum number of dominator SI types (Hunter, Smoker, Jockey or Charger) that can freely fill up their caps. The extra SI type (3rd by default) will be capped at 1 regardless of its individual limit orcm_BaseSpecialLimit. Therefore, ifcm_BaseSpecialLimit = 2,MaxSpecials = 8andDominatorLimitis unset, the maximum amount of dominators will be 2+2+1+0. The remaining 3 slots could only be filled with Boomers and Spitters. Its maximum effective value is 4 since there are only 4 dominator types. To block all dominators, set it to -1.
HunterLimit int 1 Maximum number of Hunters allowed to be in play simultaneously.
JockeyLimit int 1 Maximum number of Jockeys allowed to be in play simultaneously.
MaxSpecials int 2 Maximum number of Director spawned Special Infected allowed to be in play simultaneously.
MegaMobSize int 50 The amount of total infected spawned during a panic event.
MobMaxPending int -1 How many infected can be left pending to spawn when the mob size is larger than CommonLimit.
MobMaxSize int 30 Maximum amount of infected that can spawn in a mob.
MobMinSize int 10 Minimum amount of infected that can spawn in a mob.
MobSpawnSize int -none- Static amount of infected in a mob. Likely overrides MobMinSize and MobMinSize.
PreTankMobMax int 50
Confirm:In proper category, and still working? Possibly Gauntlet finale specific?
SmokerLimit int 1 Maximum number of Smokers allowed to be in play simultaneously.
SpitterLimit int 1 Maximum number of Spitters allowed to be in play simultaneously.
TankLimit int -1 Maximum number of Tanks allowed to be in play simultaneously.
WitchLimit int -1 Maximum number of Witches allowed to be in play simultaneously. Less than 0 means no maximum.

EMS Stage Specific

Blank image.pngTodo:

See L4D2_EMS/Appendix:_Spawning_Infected

Name Type Default value Description
AddToSpawnTimer float 0.0
Blank image.pngTodo: needs more testing but it's related to adding time to special timers when stage changes
AllowCrescendoEvents bool true
PanicSpecialsOnly bool false The Panic should end when we finish with Specials, not wait for the MegaMob.
PanicWavePauseMax float
Blank image.pngTodo: confirm category/working
PanicWavePauseMin float
Blank image.pngTodo: confirm category/working
ScriptedStageType int 9 The type of stage to run next. See L4D2_EMS/StageTypeAppendix for a description of stage types.
ScriptedStageValue int 1 Dependant on the stage type.
SpawnDirectionCount int 0
Blank image.pngTodo: confirm category/working
SpawnDirectionMask int 0 A bitfield (using SPAWNDIR_N, _NE, _E, etc) of directors to spawn from _relative to_ a map entity named Compass in your map. Designed for Survival-like game modes. See L4D2_EMS/Appendix:_Spawning_Infected.
SpawnSetPosition Vector The center point of the area infected can spawn in, when SpawnSetRule is set to SPAWN_POSITIONAL.
SpawnSetRadius float 1000.0 How far from the center point infected can spawn, when SpawnSetRule is set to SPAWN_POSITIONAL.
SpawnSetRule int 0 Overrides the mode of spawning used. Seems to be non-functional in finales. Valid flags are: SPAWN_ANYWHERE, SPAWN_FINALE, SPAWN_BATTLEFIELD, SPAWN_SURVIVORS, SPAWN_POSITIONAL
TotalBoomers int 0 Number of Boomers allowed in a wave.
TotalChargers int 0 Number of Chargers allowed in a wave.
TotalHunters int 0 Number of Hunters allowed in a wave.
TotalJockeys int 0 Number of Jockeys allowed in a wave.
TotalSmokers int 0 Number of Smokers allowed in a wave.
TotalSpecials int 0 Total number of Special Infected allowed in a wave.
TotalSpitters int Number of Spitters allowed in a wave.

Finale Specific/Related

A normal finale consists of X number of stages. Some variables in DirectorOptions can only be used during finales. Multiple custom finales can be defined in the same script, with the Options starting with A_, B_, C_, D_, E_. Which finale is used will be chosen randomly.

Name Type Default value Description
[A-E]_CustomFinale_StageCount int -none- Number of stages. Needs to be set for Versus scoring to function properly.
[A-E]_CustomFinaleX int -none- Stage type (enumerated PANIC, SCRIPTED (AKA ONSLAUGHT), DELAY, TANK), where X is the corresponding stage number. Usable in scripted panic events.
[A-E]_CustomFinaleValueX any -none- Value depends on the stage type above. Usable in scripted panic events.
[A-E]_CustomFinaleMusicX string -none- Soundscript entry to play. For instance, A_CustomFinaleMusic1 = "C2M5.BadManTank2" will play a Dark Carnival - Concert finale song. Does not work in Scripted Panic Events.
Note.pngNote:Dark Carnival - Concert finale does not use this method! It instead uses map logic and ambient_music. However its finale script hasA_CustomFinaleMusic4= "", suggesting that it may be disabling the default Tank music.
EnforceFinaleNavSpawnRules bool true Possibly used to enforce the finale spawning behavior without running a finale.
Blank image.pngTodo: confirm category/working
HordeEscapeCommonLimit int -1 Number of commons allowed in the escape stage.
EscapeSpawnTanks bool true Whether to spawn tanks in the escape sequence.
Blank image.pngTodo: possibly EMS stage related
MinimumStageTime float 1.0 The minimum amount of time a SCRIPTED stage is allowed to run before ending. Unavailable for Scripted Panic Events.

Gauntlet Specific/Related

These options are specific to Gauntlet finales. Most of these can be found in director_gauntlet.nut

Name Type Default value Description
CustomTankKiteDistance float 3000.0 Controls when the Gauntlet's Tank wave should start if a survivor advanced this far, in flow distance.
Movement Bonus related options
Movement Bonus are an unique RELAX pacing method present only in Gauntlet finales. Everytime the Movement Timer finishes its timing, Movement Bonus is incremented by its set value. However if a new mob spawns, the Director initiates an extra variable afterwards: Current Bonus. Current Bonus is a timer that lasts as long as the current Movement Bonus, which when still ticking down, disallows the Director from spawning any new infecteds (except Tanks).

To familiarize with Movement Bonus better, usedirector_debug 1in-game to see the values.

Name Type Default value Description
GauntletMovementThreshold float 500.0 When survivors advance this many amount of flow distance, from the last reset point or the start point, Movement Bonus, Movement Timer and Current Bonus is reset to defaults.
GauntletMovementTimerLength float 5.0 The interval between each Movement Bonus increase, in seconds.
GauntletMovementBonus float 2.0 The initial value, and the amount the movement Bonus increases everytime the timer stops, in seconds.
GauntletMovementBonusMax float 30.0 The maximum value that the Movement Bonus can store.

Versus Specific

Name Type Default value Description
TankHitDamageModifierVersus float 1.0 Damage dealt by Tanks is multiplied by this number in PvP modes.
ZombieGhostDelayMax float 30.0 Maximum time in seconds until allowing player infected to respawn.
ZombieGhostDelayMin float 20.0 Minimum time in seconds until allowing player infected to respawn.

Scavenge Specific/Related

Name Type Default value Description
ScavengeClusterBonusTime float 15.0
Blank image.pngTodo: confirm category/working
ScavengeRoundInitialTime float 90.0 The timer's initial length when the round starts.
ScavengeScoreBonusTime float 15.0 Amount of time added to the timer when a gascan is successfully poured.

Survival Specific/Related

Name Type Default value Description
SurvivalSetupTime float (Used in mutation15.nut for Survival Versus with setup time of 90 seconds)

Mutation Specific/Related

Some of these values are mutation specific values of the global ones (cm_CommonLimit,cm_MaxSpecials, etc.), so use them if you are making a mutation, in case any map scripts are changing the global values.

Note.pngNote:These options need scripted mode to be active (e.g. running a mutation)
Name Type Default value Description
ActiveChallenge bool false Activates mutation mode.
Note.pngNote:Seems to be obsolete with the EMS update.
AllowWitchesInCheckpoints bool false Whether Witches are allowed to access nav areas marked with CHECKPOINT.
cm_AggressiveSpecials bool false If enabled, Special Infected will always go straight after the Survivors instead of possibly waiting around.
cm_AllowPillConversion bool true Allows pills to be converted to health kits or defibrillators in non-Expert difficulties.
cm_AllowSurvivorRescue bool true if base mode is coop, false otherwise Controls whether survivors can be respawned in rescue closets.
cm_AutoReviveFromSpecialIncap bool false Instantly revives a survivor when incapacitated by a Special Infected.
Note.pngNote:Doesn't work if a player isn't incapacitated by being dominated.
cm_AutoSpawnInfectedGhosts bool false
cm_BaseCommonAttackDamage float 1.0
cm_BaseSpecialLimit int Controls the default max limits of all the Special Infected.
Note.pngNote:Overridden by individual special limits. See https://github.com/Tsuey/L4D2-Community-Update/issues/317.
cm_CommonLimit int Identical to theCommonLimit key, except this key will be prioritized over anyCommonLimitkeys.
cm_FirstManOut bool false Ends the escape when the first survivor reaches the escape vehicle.
cm_HeadshotOnly bool false Every infected only takes damage when shot to the head, else they will only stumble. Tanks are excepted from this. Used in the mutation "Headshot!"
cm_HealingGnome bool false All survivors start with only temporary health, with a gnome to be picked up near of them; The gnome will slowly regenerate the health of anyone who holds it. Used in the mutation "Healing Gnome."
cm_InfiniteFuel bool false (mutation7.nut Chainsaw Massacre)
cm_MaxSpecials int -none- Identical to theMaxSpecials key, except this key will be priortized over anyMaxSpecialskeys.
cm_NoSurvivorBots bool false Should survivor bots be kicked on round start?
Blank image.pngTodo: Improve description, add side effects
cm_ProhibitBosses bool -none- Identical to theProhibitBosses key, except this key will be priortized over anyProhibitBosseskeys.
cm_ShouldEscortHumanPlayers bool
cm_ShouldHurry bool false Prompt survivor bots to rush as they would in Versus.
cm_SingleScavengeCluster bool false Only a group of scavenge cans together will be active at once. Used in the mutation "Follow the Liter."
cm_SpecialRespawnInterval int -none- Identical to theSpecialRespawnInterval key, except this key will be priortized over anySpecialRespawnIntervalkeys.
cm_SpecialSlotCountdownTime int Used in Hunting Party (mutation16.nut).
Blank image.pngTodo: Is this the same ascm_SpecialRespawnInterval?
cm_SpecialsRetreatToCover bool false
cm_TankLimit int -none- Identical to theTankLimit key, except this key will be priortized over anyTankLimitkeys.
cm_TankRun bool false Allows bypassing c7m1's second train door. Used in Taaannnkk! (mutation19.nut) and Tank Run mutations.
cm_TempHealthOnly bool false
cm_VIPTarget bool false Spawns a gnome in the safe area of each map that must be carried to the end of the map. Used in the mutation "Last Gnome on Earth"
cm_WanderingZombieDensityModifier float 0.027 for versus, 0.03 otherwise Identical to theWanderingZombieDensityModifier key, except this key will be priortized over anyWanderingZombieDensityModifierkeys.
cm_WitchLimit int -none- Identical to theWitchLimit key, except this key will be priortized over anyWitchLimitkeys.
NoMobSpawns bool false Prevents new mobs from attempting to spawn. Does not reset the timer, and already pending infected still spawn.
TempHealthDecayRate float 0.27 0.27 is the pain_pills_decay_rate default, higher values equals quicker decay.
Icon-Important.pngImportant:If you add this to your MutationOptions don't delete it later in an attempt to get back to defaults. This option directly changes pain_pills_decay_rate cvar and is the only proper way to change that cvar dynamically.

Callback Functions

When functions with these specific names are placed in the DirectorOptions table, they get called by C++ with specific arguments used.

Scripted mode callbacks

Function Signature Description
AllowFallenSurvivorItem bool AllowFallenSurvivorItem(string classname) For the given weapon classnames, return true to allow Fallen Survivors to carry the item, false / none is otherwise.
AllowWeaponSpawn bool AllowWeaponSpawn(string classname) Return false to the given string to disallow the respective weapon from spawning, used by several mutations.
ConvertWeaponSpawn string ConvertWeaponSpawn(string classname) For the given weapon classname, return another classname to convert the weapon to another, used by several mutations.
ConvertZombieClass int ConvertZombieClass(int infectedClass) Converts player-controlled Special Unfecteds into another. Used by the Taaannnk!! (mutation19.nut) and Riding My Survivor (community3.nut) mutations.
EndScriptedMode int EndScriptedMode() Called when the game attempts to end a round to allow changing the mission lost scenario or even preventing it. Used by the Dash mutation.
GetDefaultItem string GetDefaultItem(int index) Repeatedly called with incrementing indices. Return a string of a weapon name to make it a default item for survivors, or 0 to end the iteration.
ShouldAvoidItem bool ShouldAvoidItem(string classname) Return true or false to the given weapon classname to either make bots dislike or prefer a weapon. Used in mutations such as Four Swordsmen (mutation5.nut) or Chainsaw Massacre (mutation7.nut).
ShouldPlayBossMusic bool ShouldPlayBossMusic(int index) Whether the standard Tank music (Event.Tank) should be force played in a Tank fight. Normally, the standard Tank music is only played before finales and the finale variants (Event.TankMidpoint and Event.TankBrothers) only played during Tank stages (specifically FINALE_FINAL_BOSS for the second variant). Returning true will override the finale Tank music variant in Tank stages and also allow the standard Tank music in other stages. Returning false will silence the music even outside finales.
Blank image.pngTodo: What is the index?

Internal callbacks

Warning.pngWarning:The following are internal/technical callbacks that should not be used directly by users.
Function Signature Description
OnChangeFinaleStage void OnChangeFinaleStage(int finaletype, int stagetype) Called right before OnBeginCustomFinaleStage. finaletype refers to the trigger_finale's Finale Type keyvalue. stagetype follows the special, FINALE_ prefixed, enumeration. It is used by director_base.nut to set the default music for finale stages by modifying the variable OnChangeFinaleMusic. As such, it's only called for stages without a _CustomFinaleMusic and is unsuitable for general use.

Data mining

The following are data mined Director options that may have never been functional in-game.

Name Type Default value Description
cm_AllowTeamSwap bool true

Enumerations

Dump of Enumerations fromDirectorScript table. If you have a script that intends to access these, but won't be ran with the info_director's inputs, access the enums like this manner to avoid errors:DirectorScript.ALLOW_BASH_ALL.

Some enums here are bitmasked (these:1 << 2), so they can be combined with other ones. Any hook / callback functions are stylized as italics.

AllowBash

  • ALLOW_BASH_ALL = 0
  • ALLOW_BASH_PUSHONLY = 1
  • ALLOW_BASH_NONE = 2

CTerrorPlayer::GetSenseFlags, CTerrorPlayer::SetSenseFlags (Bitmasks)

  • BOT_CANT_SEE = 1
  • BOT_CANT_HEAR = 2
  • BOT_CANT_FEEL = 4

CommandABot

  • BOT_CMD_ATTACK = 0
  • BOT_CMD_MOVE = 1
  • BOT_CMD_RETREAT = 2
  • BOT_CMD_RESET = 3

BotQuery

  • BOT_QUERY_NOTARGET = 1

CBaseEntity::TakeDamage, AllowTakeDamage (Bitmasks)

  • DMG_BULLET = 2
  • DMG_BURN = 8
  • DMG_BLAST = 64
  • DMG_MELEE = 2097152 (also known asDMG_SLOWBURNin other Source games)
  • DMG_STUMBLE = 33554432
  • DMG_BLAST_SURFACE = 134217728
  • DMG_BUCKSHOT = 536870912
  • DMG_HEADSHOT = 1073741824

DirectorOptions.OnChangeFinaleStage

  • FINALE_GAUNTLET_1 = 0
  • FINALE_HORDE_ATTACK_1 = 1
  • FINALE_HALFTIME_BOSS = 2
  • FINALE_GAUNTLET_2 = 3
  • FINALE_HORDE_ATTACK_2 = 4
  • FINALE_FINAL_BOSS = 5
  • FINALE_HORDE_ESCAPE = 6
  • FINALE_CUSTOM_PANIC = 7
  • FINALE_CUSTOM_TANK = 8
  • FINALE_CUSTOM_SCRIPTED = 9
  • FINALE_CUSTOM_DELAY = 10
  • FINALE_CUSTOM_CLEAROUT = 11
  • FINALE_GAUNTLET_START = 12
  • FINALE_GAUNTLET_HORDE = 13
  • FINALE_GAUNTLET_HORDE_BONUSTIME = 14
  • FINALE_GAUNTLET_BOSS_INCOMING = 15
  • FINALE_GAUNTLET_BOSS = 16
  • FINALE_GAUNTLET_ESCAPE = 17

Ticker_AddToHud

FLAGS
  • HUD_FLAG_PRESTR = 1
  • HUD_FLAG_POSTSTR = 2
  • HUD_FLAG_BEEP = 4
  • HUD_FLAG_BLINK = 8
  • HUD_FLAG_AS_TIME = 16
  • HUD_FLAG_COUNTDOWN_WARN = 32
  • HUD_FLAG_NOBG = 64
  • HUD_FLAG_ALLOWNEGTIMER = 128
  • HUD_FLAG_ALIGN_LEFT = 256
  • HUD_FLAG_ALIGN_CENTER = 512
  • HUD_FLAG_ALIGN_RIGHT = 768
  • HUD_FLAG_TEAM_SURVIVORS = 1024
  • HUD_FLAG_TEAM_INFECTED = 2048
  • HUD_FLAG_TEAM_MASK = 3072
  • HUD_FLAG_NOTVISIBLE = 16384
SLOTS
  • HUD_LEFT_TOP = 0
  • HUD_LEFT_BOT = 1
  • HUD_MID_TOP = 2
  • HUD_MID_BOT = 3
  • HUD_RIGHT_TOP = 4
  • HUD_RIGHT_BOT = 5
  • HUD_TICKER = 6
  • HUD_FAR_LEFT = 7
  • HUD_FAR_RIGHT = 8
  • HUD_MID_BOX = 9
  • HUD_SCORE_TITLE = 10
  • HUD_SCORE_1 = 11
  • HUD_SCORE_2 = 12
  • HUD_SCORE_3 = 13
  • HUD_SCORE_4 = 14
SPECIAL
  • HUD_SPECIAL_TIMER0 = 0
  • HUD_SPECIAL_TIMER1 = 1
  • HUD_SPECIAL_TIMER2 = 2
  • HUD_SPECIAL_TIMER3 = 3
  • HUD_SPECIAL_COOLDOWN = 4
  • HUD_SPECIAL_ROUNDTIME = 5
  • HUD_SPECIAL_MAPNAME = 6
  • HUD_SPECIAL_MODENAME = 7

ClientPrint

  • HUD_PRINTNOTIFY = 1
  • HUD_PRINTCONSOLE = 2
  • HUD_PRINTTALK = 3
  • HUD_PRINTCENTER = 4

DirectorOptions.InfectedFlags or ReapplyInfectedFlags

  • INFECTED_FLAG_CANT_SEE_SURVIVORS = 8192
  • INFECTED_FLAG_CANT_HEAR_SURVIVORS = 16384
  • INFECTED_FLAG_CANT_FEEL_SURVIVORS = 32768

CTerrorPlayer::GetButtonMask (Bitmasks)

  • IN_ATTACK = 1
  • IN_JUMP = 2
  • IN_DUCK = 4
  • IN_FORWARD = 8
  • IN_BACK = 16
  • IN_USE = 32
  • IN_CANCEL = 64
  • IN_LEFT = 512
  • IN_RELOAD = 8192
  • IN_RIGHT = 1024
  • IN_ATTACK2 = 2048

TerrorNavArea, CNavLadder

  • LADDER_UP = 0
  • LADDER_DOWN = 1

TerrorNavArea, CNavLadder

  • NAV_NORTH = 0
  • NAV_EAST = 1
  • NAV_SOUTH = 2
  • NAV_WEST = 3

DirectorOptions.SpawnSetRule

Note.pngNote:This function has a second enum set, but with different name prefixes.
  • SCRIPTED_SPAWN_FINALE = 0
  • SCRIPTED_SPAWN_SURVIVORS = 1
  • SCRIPTED_SPAWN_BATTLEFIELD = 2
  • SCRIPTED_SPAWN_POSITIONAL = 3

SCRIPT_SHUTDOWN

Blank image.pngTodo: Are these for the VS 2010 debugger?

  • SCRIPT_SHUTDOWN_MANUAL = 0
  • SCRIPT_SHUTDOWN_ROUND_RESTART = 1
  • SCRIPT_SHUTDOWN_TEAM_SWAP = 2
  • SCRIPT_SHUTDOWN_LEVEL_TRANSITION = 3
  • SCRIPT_SHUTDOWN_EXIT_GAME = 4

DirectorScript.SpawnDirectionMask (Bitmasks)

  • SPAWNDIR_N = 1
  • SPAWNDIR_NE = 2
  • SPAWNDIR_E = 4
  • SPAWNDIR_SE = 8
  • SPAWNDIR_S = 16
  • SPAWNDIR_SW = 32
  • SPAWNDIR_W = 64
  • SPAWNDIR_NW = 128

DirectorOptions.PreferredMobDirection, DirectorOptions.PreferredSpecialDirection

  • SPAWN_NO_PREFERENCE = -1
  • SPAWN_ANYWHERE = 0
  • SPAWN_BEHIND_SURVIVORS = 1
  • SPAWN_NEAR_IT_VICTIM = 2
  • SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS = 3
  • SPAWN_SPECIALS_ANYWHERE = 4
  • SPAWN_FAR_AWAY_FROM_SURVIVORS = 5
  • SPAWN_ABOVE_SURVIVORS = 6
  • SPAWN_IN_FRONT_OF_SURVIVORS = 7
  • SPAWN_VERSUS_FINALE_DISTANCE = 8
  • SPAWN_LARGE_VOLUME = 9
  • SPAWN_NEAR_POSITION = 10

DirectorOptions.SpawnSetRule

Note.pngNote:This function has a second enum set, but with different name prefixes.
  • SPAWN_FINALE = 0
  • SPAWN_SURVIVORS = 1
  • SPAWN_BATTLEFIELD = 2
  • SPAWN_POSITIONAL = 3

DirectorOptions.ScriptedStageType

  • STAGE_PANIC = 0
  • STAGE_TANK = 1
  • STAGE_DELAY = 2
  • STAGE_CLEAROUT = 4
  • STAGE_SETUP = 5
  • STAGE_ESCAPE = 7
  • STAGE_RESULTS = 8
  • STAGE_NONE = 9

TraceLine (Bitmasks)

  • TRACE_MASK_ALL = -1
  • TRACE_MASK_VISION = 33579073
  • TRACE_MASK_VISIBLE_AND_NPCS = 33579137
  • TRACE_MASK_PLAYER_SOLID = 33636363
  • TRACE_MASK_NPC_SOLID = 33701899
  • TRACE_MASK_SHOT = 1174421507

HUDManageTimers

  • TIMER_DISABLE = 0
  • TIMER_COUNTUP = 1
  • TIMER_COUNTDOWN = 2
  • TIMER_STOP = 3
  • TIMER_SET = 4

CTerrorPlayer::GiveUpgrade

  • UPGRADE_INCENDIARY_AMMO = 0
  • UPGRADE_EXPLOSIVE_AMMO = 1
  • UPGRADE_LASER_SIGHT = 2

ZSpawn

  • ZOMBIE_NORMAL = 0
  • ZOMBIE_SMOKER = 1
  • ZOMBIE_BOOMER = 2
  • ZOMBIE_HUNTER = 3
  • ZOMBIE_SPITTER = 4
  • ZOMBIE_JOCKEY = 5
  • ZOMBIE_CHARGER = 6
  • ZOMBIE_WITCH = 7
  • ZOMBIE_TANK = 8
  • ZSPAWN_MOB = 10
  • ZSPAWN_MUDMEN = 12
  • ZSPAWN_WITCHBRIDE = 11

See also

Intros

Documentations

Miscelleanous