Director Scripts
Contents
- 1 Usage
- 2 General scripts and Onslaughts
- 3 Finales and Scripted Panic Events
- 4 Adaptive Dramatic Pacing
- 5 Callbacks
- 6 DirectorOptions
- 7 Enumerations
- 8 See also
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.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
vscripts
folder, 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.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
- Sending an
EndCustomScriptedStage
input or runningDirector.ForceNextStage()
during aSCRIPTED
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.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
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 ONSLAUGHT name; sets up a stage using the loaded script's contents. The value is the name of the relevant VScript (with no file extension).
In
|
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
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 andtype
is the stage type (PANIC, TANK, etc.) following the standard,STAGE_
prefixed, enumeration. Bug:The CEntities object will not work properly in this callback, always returning the default value null every tick until Squirrel terminates the script. (tested in: ???)
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
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 BaseScriptedDOTable has priority and overrides some initial parameters in the DirectorOptions table of the mode script scope (see MergeSessionOptionTables in scriptedmode.nut).
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
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 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.
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
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. ![]() |
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- | Todo: 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. ![]() |
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 | ![]() |
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.[confirm]![]() ![]() SPAWN_LARGE_VOLUME is what makes infected be a considerable distance away, like on Dead Center finale.
Todo: Explain more, and do it on a new page for PreferredMobDirection |
PreferredMobPosition
|
Vector | Vector(0, 0, 0) | ![]() |
PreferredMobPositionRange
|
float | 1000.0 | Only works if PreferredMobDirection is set to SPAWN_NEAR_POSITION.
![]() |
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 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.
![]() |
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 .Todo: Move to new page with images
|
ShouldIgnoreClearStateForSpawn
|
bool | false | ![]() |
SpawnBehindSurvivorsDistance
|
float | Appears to require PreferredSpecialfction = SPAWN_BEHIND_SURVIVORS
| |
SpecialInfectedAssault
|
bool | false | Todo: 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, 10 in Campaign finales, 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!) ![]() |
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:
|
Spawning limits
![Warning.png](/w/images/thumb/c/cb/Warning.png/10px-Warning.png)
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.
![]() | |
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 = 8 andDominatorLimit is 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 | ![]() |
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
[Todo]
See L4D2_EMS/Appendix:_Spawning_Infected
Name | Type | Default value | Description |
---|---|---|---|
AddToSpawnTimer
|
float | 0.0 | Todo: 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 | Todo: confirm category/working
| |
PanicWavePauseMin
|
float | Todo: 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 | Todo: 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.
![]() 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. Todo: 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. Todo: 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 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 | Todo: 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.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
Name | Type | Default value | Description |
---|---|---|---|
ActiveChallenge
|
bool | false | Activates mutation mode. ![]() |
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. ![]() |
cm_AutoSpawnInfectedGhosts
|
bool | false | |
cm_BaseCommonAttackDamage
|
float | 1.0 | |
cm_BaseSpecialLimit
|
int | Controls the default max limits of all the Special Infected. ![]() | |
cm_CommonLimit
|
int | Identical to theCommonLimit key, except this key will be prioritized over anyCommonLimit keys.
| |
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 anyMaxSpecials keys.
|
cm_NoSurvivorBots
|
bool | false | Should survivor bots be kicked on round start? Todo: Improve description, add side effects
|
cm_ProhibitBosses
|
bool | -none- | Identical to theProhibitBosses key, except this key will be priortized over anyProhibitBosses keys.
|
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 anySpecialRespawnInterval keys.
|
cm_SpecialSlotCountdownTime
|
int | Used in Hunting Party (mutation16.nut). Todo: Is this the same as
cm_SpecialRespawnInterval ? | |
cm_SpecialsRetreatToCover
|
bool | false | |
cm_TankLimit
|
int | -none- | Identical to theTankLimit key, except this key will be priortized over anyTankLimit keys.
|
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 anyWanderingZombieDensityModifier keys.
|
cm_WitchLimit
|
int | -none- | Identical to theWitchLimit key, except this key will be priortized over anyWitchLimit keys.
|
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. ![]() 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.
Todo: What is the
index ? |
Internal callbacks
![Warning.png](/w/images/thumb/c/cb/Warning.png/10px-Warning.png)
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.
- 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
- LADDER_UP = 0
- LADDER_DOWN = 1
- NAV_NORTH = 0
- NAV_EAST = 1
- NAV_SOUTH = 2
- NAV_WEST = 3
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
- SCRIPTED_SPAWN_FINALE = 0
- SCRIPTED_SPAWN_SURVIVORS = 1
- SCRIPTED_SPAWN_BATTLEFIELD = 2
- SCRIPTED_SPAWN_POSITIONAL = 3
SCRIPT_SHUTDOWN
- 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
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
- 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
See also
Intros
Documentations
- Left 4 Dead 2/Script Functions
- Decrypted Mutation Vscripts
- L4D2 Level Design/Boss Prohibition
- L4D2 Vscript Examples
- Extended Mutation System
- Custom Finales Contains all original finale scripts as reference.