![]() ![]() When you see odd behavior like this, think about what other variables and objects might be interfering with your plans. 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. 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. It reduces CommonLimit for lesser Commons, but also reduces both MobSpawnTimeMinand MobSpawnTimeMax to make them respawn faster. Say you have a custom mutation mod, and you use a DirectorOptionstable to influence the Director. Though, while customizing the Director's behaviour, you might come across these issues: Examples for this include: c3m1_plankcountry_holdout.nut, c9m1_alleys_minifinale.nut and c11m4_reserved_wanderers.nut. 'Map scripts' on the other hand, could run anytime during a map, dependent of map logic. Note: 'Mode scripts' term refer to scripts ran when a specific gamemode is active, like shootzones.nut. num refers to the finale stage number passed by the director and type is the stage type (PANIC, TANK, etc.). 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). void OnBeginCustomFinaleStage(int num, int type).The default time-based completion percentage is passed in as a parameter. The function should return a value from 0-1 to indicate the completion percentage of the stage. Will be called during FINALE_CUSTOM_SCRIPTED stages. float GetCustomScriptedStageProgress(float defvalue).See a list of all official finale scripts Here. Msg ( "Initiating Onslaught\n" ) DirectorOptions <. ScriptedPanicEvent 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. EndScript Ends the running script and resets the Director options to either the map's DirectorOption values, or the default settings. If a Director script is already running and this input is called, the previous Director script automatically stops running. They can be ran / stopped with the following inputs to the info_director entity:īeginScript Run a Director script, and parse its DirectorOptions table once. They are extensively used for custom finales and gauntlet events.ĭirector scripts typically contain a table named DirectorOptions, which contains variables that change up the decision making of the Director. Left 4 Dead 2 Director scripts are vscripts that are primarily used to influence the behavior of the AI Director. ![]()
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