Talk:List of Left 4 Dead entities
Simple ladder
I think 2 is the infected, because the ladders in the versus parts of the game have the team 2 flag. Simple ladder must be team specific. -- User:Sbrown
Gas can?
I'm not a level designer, but I think the gas can is missing from the current entity list?
"A gas can may be found in the generator section of the No Mercy demo. When shot, it will explode and engulf the area in flames, much like a molotov cocktail." - Wikipedia
--pizzahut 09:03, 12 Nov 2008 (PST)
- I think it's done with already existing entities. If you really want to know, go and check it out yourself. It would be a goddamn mayhem if there was a different entity for each object you may encounter. Please don't try to look smart if you never mapped before. ;)--Baliame (talk) 11:25, 12 Nov 2008 (PST)
- It's a waist of time to answer a question if you cannot do so without degrading the asker in the process. After you have insulted or humiliated someone you can usually guarantee they will not follow through on your advice or whatever path you were trying to get them to take. --brandished 02:39, 14 Nov 2008 (PST)
- Look like to be a simple prop_multiplayer with a new model, like a oildrum. But it only spread fire. --Gectou4 00:54, 14 Nov 2008 (PST)
- The gas can is a "prop_physics" with a "models/props_junk/gascan001a.mdl" worldmodel. The explosion \ flame data is all tied into the model itself rather then into a new entity class. The old red and white flammable barrel from HL2 was setup the same way. --brandished 02:39, 14 Nov 2008 (PST)
- If you go into the developer console and type in "give weapon_" you can find all the weapons. I believe the gas can is "weapon_gascan", I did not check. I know there was no new weapons added since the demo because you could create the gascan, the propane tanks, and oxygen tanks in other Source games. - undeadbobop 8:45 11/17/08
- So then can we have these entities in the weapon entity list please? Alfonzo19 December
- Why? The "weapon_gascan" entity isn't used for placing gascans inside a level, none of the maps L4D shipped with have these entities in them. IIRC, the "weapon_gascan" doesn't even exist until a player picks up a "prop_physics" with a "gascan001a.mdl" worldmodel, then the "prop_physics" becomes a "weapon_gascan" for referencing the player carrying and melee animations. All the explosive props work the same way, via a "prop_physics" entity, eg:
- for the green oxygen tank, "prop_physics" and "models/props_equipment/oxygentank01.mdl"
- for the red gascan, "prop_physics" and "models/props_junk/gascan001a.mdl"
- for the white propane tank, "prop_physics" and "models/prdops_junk/propanecanister001a.mdl"
- All three are added using "prop_physics" entities, not "weapon_" entities. --brandished 02:15, 19 Dec 2008 (PST)
Not sure?
I might be wrong, but I added these:
I tried loading the bsps in BSPViewer, and it gives me a text file with a list of ents in them, being those. If they're wrong, someone can just delete them ;) I have a feeling they may be HL1?? --Craziestdan 20:17, 13 Nov 2008 (PST)
- Hmm taking a look myself in the L4D maps, and I haven't seen these, thats quite odd.--Gear 20:20, 13 Nov 2008 (PST)
- I'm wasn't to sure about what was new either (other then the ones I already added to the article). A few days ago I created a list of all the entities the demo maps use and uploaded it here for a post on l4dmaps. --brandished 23:16, 13 Nov 2008 (PST)
Zombie spawns?
I am wondering how you make zombie spawns that are always there, not by chance. I want to know the entity name for the zombies which would be helpful for mappers. Also, I'd like to know how to make a proximity where zombies may or may not spawn, how to control what type of zombies spawn, and when hordes spawn where do they spawn. Is it in a proximity or in a bunch of entities activated by triggers? -- undeadbobop
- Every zombie spawn is handled by the director, you have no control over it, with the exception of one element: zombies do not spawn in areas which are inaccessible to them (rooftops on the other hand are accessible to them through climbable surfaces as you may observe during a versus match). Hordes are basically spawned out of the player's sight, in the small dead ends, behind fences in a small street where you cannot see them spawning. Special infected on the other hand can spawn anywhere not in the possible line of sight of any of the survivors (and by possible line of sight I mean 360 degrees around - even in directions the players are currently not looking in) and therefore completely hindered from all of their eyes while spawning. I suppose a horde attack can be triggered by a trigger [...], I might look into it sometime later. --Baliame (talk) 08:38, 21 Nov 2008 (PST)
- EDITED: Please note that the Valve Developer Community Wiki is NOT a place for trading insults or trolling other users. Also, please sign your comments with the "
--~~~~
" Wiki code so people know to whom they need to direct the conversation. - That is not what I was talking about... the map is what controls where the hordes come from and every last aspect of the npc zombies and what I was asking you is how do you create spawns for them. The reason the zombies spawn is because you go through one of these triggers.
- Trigger_multiplayer
- Trigger_once
- Trigger_proximity
- or any other trigger activated with an OnStart touch output. -- undeadbobop 24 Nov 2008
- Your thinking from the Half-Life 2 mapping perspective of spawning zombies, Left 4 Dead uses an entirely new system created by Turtle Rock Studios. Baliame is correct, you do not place any actual zombie spawn locations inside the map using the Hammer Editor, the game's "director" places them inside the map for you when the game is running. Left 4 Dead's developers discussed this in the game's developer commentary. The zombie spawn locations are setup using the in-game NAV mesh editor and are stored within a "mapname.nav" file, they spawn according to a predetermined rule set. The trigger entities in the map simply send code to the "info_director" to spawn zombies in close proximity to the survivors and set them in a "seek and attack" state. If you notice, the hordes don't really have a single set location they spawn from every game, they can come from multiple directions. Valve has not yet released any info, other then some console cvar descriptions, regarding how you use the in-game NAV editor for Left 4 Dead. --brandished 11:36, 24 Nov 2008 (PST)
- Info_zombie_spawn can be used to force spawn a random special infected at its location.
- A horde attack can be forced by giving the info_director the PanicEvent input. --Terrenteller 17:11, 3 Dec 2008 (PST)
- Your thinking from the Half-Life 2 mapping perspective of spawning zombies, Left 4 Dead uses an entirely new system created by Turtle Rock Studios. Baliame is correct, you do not place any actual zombie spawn locations inside the map using the Hammer Editor, the game's "director" places them inside the map for you when the game is running. Left 4 Dead's developers discussed this in the game's developer commentary. The zombie spawn locations are setup using the in-game NAV mesh editor and are stored within a "mapname.nav" file, they spawn according to a predetermined rule set. The trigger entities in the map simply send code to the "info_director" to spawn zombies in close proximity to the survivors and set them in a "seek and attack" state. If you notice, the hordes don't really have a single set location they spawn from every game, they can come from multiple directions. Valve has not yet released any info, other then some console cvar descriptions, regarding how you use the in-game NAV editor for Left 4 Dead. --brandished 11:36, 24 Nov 2008 (PST)
- EDITED: Please note that the Valve Developer Community Wiki is NOT a place for trading insults or trolling other users. Also, please sign your comments with the "