L4D2 Director Scripts
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
<string>
- Run a Director script, and parse its 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 DirectorOption values, or the default settings.
ScriptedPanicEvent
<string>
- With the script name given it'll be ran as a Scripted Panic Event, which is like a mini finale, so the script should be structured as a finale script.

ScriptedPanicEvent
will not work if they are in a subdirectory under thevscripts
folder, even though you can use subdirectories in other script contexts. If they don't reside under the vscripts folder, they will simply act as a 1 stage 1 second delay Panic Event.There is too, a CDirector object for VScripts, which 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
Finales and Scripted Panic Events consist of a number of different kind of stages set in DirectorOptions
.
The Director script for the finale is always loaded from <map name>_finale.nut
. Scripted panic events are initiated from the info_director ScriptedPanicEvent
input.

A stage can be one of 4 types (other values will break the finale and go right to ESCAPE):
- PANIC - A panic event, the value is the number of waves of infected.
- TANK - Spawn a tank(s), the value is the number of tanks to spawn.
- DELAY - A delay, the value is the number of seconds to wait before proceeding to the next stage.
- SCRIPTED (also called ONSLAUGHT) - The value should be the name of a VScript to call, or at least just any string "" (which just won't do anything and will be skipped). Any bad value here will crash you to the desktop. To do: Confirm the last part.
- Your script however is responsible for sending an
EndCustomScriptedStage
input to the Director with a goal of your choice, like a certain trigger volume or a timer. For finales, trigger_finale inputAdvanceFinaleState
is an available alternative, but so is theMinimumStageTime
DirectorOptions key. Otherwise, the SCRIPTED stage will not end. Bug: Sending an
EndCustomScriptedStage
input ends the Scripted Panic Event immediately.Bug: After a Scripted Panic Events ends, the last stage of the event will repeat itself with the lowest valid value. So with PANIC and TANK stages, they will repeat once again with 1x spawn wave / spawn count, while for DELAY and SCRIPTED stages, nothing will happen.
An example custom finale script:
const ERROR = -1
const PANIC = 0
const TANK = 1
const DELAY = 2
const SCRIPTED = 3
DirectorOptions <-
{
//-----------------------------------------------------
A_CustomFinale_StageCount = 4 // Number of stages. Used for calculating the Versus score.
B_CustomFinale_StageCount = 4 // Number of stages for the alternate B finale type
A_CustomFinale1 = PANIC
A_CustomFinaleValue1 = 2 // Two panic waves.
A_CustomFinale2 = DELAY
A_CustomFinaleValue2 = 12 // Delay for twelve seconds in addition to stage delay.
A_CustomFinale3 = TANK
A_CustomFinaleValue3 = 3 // 3 tanks!
A_CustomFinale4 = DELAY
A_CustomFinaleValue4 = 6 // Wait some more... and its rescue for Finale Type A!
B_CustomFinale1 = SCRIPTED
B_CustomFinaleValue1 = "my_challenging_scripted_stage" // Start of with running a custom scripted stage using a separate script.
B_CustomFinale2 = DELAY
B_CustomFinaleValue2 = 15 // Wait 15 seconds.
B_CustomFinale3 = TANK
B_CustomFinaleValue3 = 1 // One more tank.
B_CustomFinale4 = DELAY
B_CustomFinaleValue4 = 10 // Wait ten 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( num != 1 && DirectorOptions.CommonLimit < 30 )
DirectorOptions.CommonLimit = num * 5 // Increase commons by 5 linearly with stages.
}
Adaptive Dramatic Pacing
To do: Add info from [1]
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)
- If defined, will be called on every stage change with the number, and type, this is how you would change director options between stages (spawn directions, etc).
num
refers to the finale stage number passed by the director andtype
is the stage type (PANIC, TANK, etc.). Bug: The CEntities object will not work properly in this callback, always returning the default value null every tick until Squirrel terminates the script.
function OnChangeFinaleMusic()
- To do: confirm category/working
function OnChangeFinaleStage(?)
- To do: confirm category/working
DirectorOptions
TheDirectorOptions
table 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 the normal DirectorOptions table can conflict with other scripts, especially on a finale event, as custom finales are often and require DirectorOptions.

shootzones.nut
orc3m1_plankcountry_holdout.nut
. 'Map scripts' on the other hand, are ran anytime during a map, dependent of map logic. Examples for this include:c9m1_alleys_minifinale.nut
andc11m4_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 aDirectorOptions
table to influence the Director. It reducesCommonLimit
for lesser Commons, but also reduces bothMobSpawnTimeMin
andMobSpawnTimeMax
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 aDirectorOptions
table, so if you remember, you could try aMutationOptions
table 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_CommonLimit
also exists, and could solve your other problems. Viewing the list of usableDirectorOptions
keys 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 thelocal
tag and the=
operator, as variables created with<-
become globals, allowing the C++ side of the game to use DirectorOptions.

General
Name | Type | Default value | Description |
---|---|---|---|
AddToSpawnTimer
|
float | ||
AllowCrescendoEvents
|
bool | true | |
AllowWitchesInCheckpoints
|
bool | false | Whether Witches are allowed to access nav areas marked with CHECKPOINT. |
AlwaysAllowWanderers
|
bool | ||
BuildUpMinInterval
|
int | ||
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. To do: confirm category/working |
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 | If the maximum intensity of the survivors is below this threshold, wandering commons can spawn. | |
IntensityRelaxThreshold
|
float | 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- | To do: Used in holdout, seems to build some kind of table. Is this for the Director Journal related I/O inputs? |
LockTempo
|
bool | false | Locks the horde spawning to only be at the COMBAT phase. ![]() LockTempo = true removes the "SUSTAIN_PEAK -> RELAX -> BUILD_UP" bit making your hordes spawn constantly without a delay. |
MobRechargeRate
|
float | Guessing it's the speed at which a mob regenerates (i.e. next mob). | |
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 | 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 | 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. |
NoMobSpawns
|
bool | false | Prevents new mobs from spawning. Does not reset the timer, and already pending infected still spawn. |
PanicForever
|
bool | false | This seems to only work in gauntlets. |
PausePanicWhenRelaxing
|
bool | false | To do: confirm category/working |
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
![]() 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.![]() SPAWN_LARGE_VOLUME is what makes infected be a considerable distance away, like on Dead Center finale. However.. for the technical people thinking its too vague, SPAWN_LARGE_VOLUME makes infected ignore variables that constraint their spawning behavior, like ZombieSpawnRange. This massive freedom given to the infected, unintentionally but also desirably, makes mobs split up to more than one spots per spawn, and also usually has them spawning quite a distance away when they can. |
PreferredMobPosition
|
Vector | -none- | To do: confirm category/working; used in dash |
PreferredMobPositionRange
|
float | -none- | To do: confirm category/working; used in dash |
PreferredSpecialDirection
|
int | -1 | ![]() 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. Campaign modes only. |
RelaxMaxFlowTravel
|
float | How far the survivors can advance along the flow before transitioning from RELAX to BUILD_UP. | |
RelaxMaxInterval
|
float | Maximum seconds to spend in the RELAX tempo. | |
RelaxMinInterval
|
float | 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. |
ShouldConstrainLargeVolumeSpawn
|
bool | true | IfSPAWN_LARGE_VOLUME is used, it'll obey the restrictions imposed by the convarsz_large_volume_mob_too_far_xy andz_large_volume_mob_too_far_z . To do: Move to new page with images
|
ShouldIgnoreClearStateForSpawn
|
bool | false | To do: confirm category/working |
SpawnBehindSurvivorsDistance
|
float | Appears to require PreferredSpecialDirection = SPAWN_BEHIND_SURVIVORS
| |
SpecialInfectedAssault
|
bool | false | To do: 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 | in minutes To do: Confirm, seems very unusual for peaks to be sustained in minutes minimum | |
SustainPeakMinTime
|
float | in minutes To do: Confirm, seems very unusual for peaks to be sustained in minutes minimum | |
TankHitDamageModifierCoop
|
float | 1.0 | Damage dealt by Tanks is multiplied by this number in Campaign modes. |
TankRunSpawnDelay
|
float | 15 | in seconds (mutation19.nut Taaannnkk!) To do: confirm category |
TempHealthDecayRate
|
float | 0.27 | 0.27 is the pain_pills_decay_rate default, higher values equals quicker decay.
|
WanderingZombieDensityModifier
|
float | 1.0 | Multiplier for the amount of wandering infected. |
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 | 2000.0 in Easy; +2000.0 for every higher difficulty | Sets the amount of health a tank spawns with. Default value is difficulty dependant. |
Spawning limits
Name | Type | Default value | Description |
---|---|---|---|
BileMobSize
|
int | Number of commons that spawn when a bile bomb is thrown or a survivor is hit by vomit. Only works if scripted mode is enabled, a custom finale is active, or a scavenge finale is active. Found in Dead Center and The Sacrifice finales. | |
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 | -none- | Maximum number of Hunters, Smokers, Jockeys and Chargers allowed to be in play simultaneously. |
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 | 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 | To do: confirm category/working; possibly gauntlet finale specific |
SmokerLimit
|
bool | 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
To do
See L4D2_EMS/Appendix:_Spawning_Infected
Name | Type | Default value | Description |
---|---|---|---|
PanicSpecialsOnly
|
bool | false | The Panic should end when we finish with Specials, not wait for the MegaMob. |
PanicWavePauseMax
|
float | To do: confirm category/working | |
PanicWavePauseMin
|
float | To do: 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 | To do: 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. |
- function
void g_ModeScript::GetNextStage()
- Called by the director when it wants a new stage. It can be forced with
Director.ForceNextStage()
Finale Specific/Related
A normal finale consists of X number of stages. Some variables in DirectorOptions can only be used during finales. Multiple staged events can be defined in the same script, with the Options starting with A_, B_, C_ etc.
Name | Type | Default value | Description |
---|---|---|---|
[A-Z]_CustomFinale_StageCount
|
int | -none- | Number of stages. Needs to be set for Versus scoring to function properly. |
[A-Z]_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-Z]_CustomFinaleValueX
|
any | -none- | Value depends on the stage type above. Usable in scripted panic events. |
[A-Z]_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.
![]() A_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. To do: 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. To do: 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 1
in-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 Versus 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 | To do: 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.
Name | Type | Default value | Description |
---|---|---|---|
cm_AggressiveSpecials
|
bool | false | |
cm_AllowPillConversion
|
bool | true | Allows pills to be converted to health kits. |
cm_AllowSurvivorRescue
|
bool | ||
cm_AllowTeamSwap
|
bool | true | Allows swapping teams. ![]() |
cm_AutoReviveFromSpecialIncap
|
bool | false | Instantly revives a survivor when incapacitated by a Special Infected. ![]() |
cm_AutoSpawnInfectedGhosts
|
bool | false | |
cm_BaseCommonAttackDamage
|
float | ||
cm_BaseSpecialLimit
|
int | Controls the default max limits of all the Special Infecteds. | |
cm_CommonLimit
|
int | Identical to theCommonLimit key, except this key will be priortized over anyCommonLimit keys.
| |
cm_DominatorLimit
|
int | Identical to theDominatorLimit key, except this key will be priortized over anyDominatorLimit keys.
| |
cm_FirstManOut
|
bool | false | Ends the escape when the first survivor reaches the escape vehicle. |
cm_frustrationTimer
|
|||
cm_HeadshotOnly
|
bool | false | Every infected only takes damage when shot to the head, else they will only stumble. Tanks are excepted from this. |
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. |
cm_InfiniteFuel
|
bool | false | (mutation7.nut Chainsaw Massacre) |
cm_MaxSpecials
|
int | -none- | Identical to theMaxSpecials key, except this key will be priortized over anyMaxSpecials keys.
|
cm_NoRescueClosets
|
bool | false | |
cm_NoSurvivorBots
|
bool | false | Should survivor bots be kicked on round start? |
cm_ProhibitBosses
|
bool | -none- | Identical to theProhibitBosses key, except this key will be priortized over anyProhibitBosses keys.
|
cm_ShouldEscortHumanPlayers
|
bool | ||
cm_ShouldHurry
|
bool | false | |
cm_SingleScavengeCluster
|
bool | false | Only a group of scavenge cans together will be active at once. |
cm_SpecialRespawnInterval
|
int | -none- | Identical to theSpecialRespawnInterval key, except this key will be priortized over anySpecialRespawnInterval keys.
|
cm_SpecialSlotCountdownTime
|
|||
cm_SpecialsRetreatToCover
|
bool | 0 | |
cm_TankLimit
|
int | -none- | Identical to theTankLimit key, except this key will be priortized over anyTankLimit keys.
|
cm_TankRun
|
bool | false | Used in Taaank! mutation (mutation19.nut). |
cm_TempHealthOnly
|
bool | false | |
cm_VIPTarget
|
bool | false | |
cm_WanderingZombieDensityModifier
|
int | -none- | Identical to theWanderingZombieDensityModifier key, except this key will be priortized over anyWanderingZombieDensityModifier keys.
|
cm_WitchLimit
|
int | -none- | Identical to theWitchLimit key, except this key will be priortized over anyWitchLimit keys.
|
Defunct options
These don't seem to be read by the director.
Name | Type | Default value | Description |
---|---|---|---|
ActiveChallenge
|
bool | false | Activates mutation mode. Seems to be obsolete with the EMS update. |
MegaMobMaxSize
|
int | Maximum amount of total infected spawned during a panic event. Doesn't work 2014.04.29 | |
MegaMobMinSize
|
int | Minimum amount of total infected spawned during a panic event. Doesn't work 2014.04.29 |
Callback Functions
These functions are placed in the DirectorOptions table, and get called by C++ with specific values at map load.
Function | Signature | Description |
---|---|---|
AllowFallenSurvivorItem
|
bool AllowFallenSurvivorItem(string classname)
|
Return false to any given weapon classname string to disallow Fallen Survivors to carry the weapon. ![]() weapon_first_aid_kit, weapon_molotov, weapon_pipe_bomb, weapon_pain_pills . |
AllowWeaponSpawn
|
bool AllowWeaponSpawn(string classname)
|
Return false to the given weapon classname to disallow it 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 one spawn into another, used by the Taaannnk!! mutation (mutation19.nut). |
GetDefaultItem
|
string GetDefaultItem(string 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 value to make bots dislike that weapon, used by several mutations although pointless as they avoid weapons that are already disallowed. |
ShouldPlayBossMusic
|
bool ShouldPlayBossMusic(int index)
|
Returns true or false if the music index is allowed to play. |
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.
- 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
- BOT_CMD_ATTACK = 0
- BOT_CMD_MOVE = 1
- BOT_CMD_RETREAT = 2
- BOT_CMD_RESET = 3
- BOT_QUERY_NOTARGET = 1
CBaseEntity::TakeDamage, AllowTakeDamage (Bitmasks)
- DMG_BULLET = 2
- DMG_BURN = 8
- DMG_BLAST = 64
- DMG_MELEE = 2097152 (also known as
DMG_SLOWBURN
in 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
- 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
- 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

- SCRIPTED_SPAWN_FINALE = 0
- SCRIPTED_SPAWN_SURVIVORS = 1
- SCRIPTED_SPAWN_BATTLEFIELD = 2
- SCRIPTED_SPAWN_POSITIONAL = 3
SCRIPT_SHUTDOWN To do: 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

- 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
- TIMER_DISABLE = 0
- TIMER_COUNTUP = 1
- TIMER_COUNTDOWN = 2
- TIMER_STOP = 3
- TIMER_SET = 4
- UPGRADE_INCENDIARY_AMMO = 0
- UPGRADE_EXPLOSIVE_AMMO = 1
- UPGRADE_LASER_SIGHT = 2
- 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