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Survivors spawn at info_survivor_position entities. This very same point_template can be used to spawn all other entities required by survival, such as all weapons and props to block paths. To enable the nav attributes, you need a info_gamemode entity which force spawns a point_template entity with the output OnSurvivalPostIO. Note: Using both the " Player_start" and " Finale" attributes in the same area does not work in multi-mode maps.
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Note that this will break navigation for other game modes. This is set up in the same way as finales or Crescendo Events.įor pure survival maps, it is possible to control which areas infected can spawn in by either marking all areas with both " Finale" and " Battlefield" and then removing the " Finale" attribute from areas to disable spawning there. to mark it as starting location.Īfterwards use the console command " nav_select_radius 1000000000" to select the entire navmesh and mark it using the command " mark finale".Īlso, the " Battlestation" attribute can be used to define good holdout spots for the Survivor Bots, which will then prefer to stick to that area. If your map is only meant for survival, select the starting area navmesh In Nav edit mode and use the command " mark Player_start". Setting up the Nav mesh works differently based on whether your map is exclusively for survival, or if it adds survival mode to maps already used for campaigns. This is set up in the same method as starting a finale or crescendo event.Īll Survival mode maps rely on using the " Finale" or " Battlefield" and the optional " Battlestation" attribute on your navigation mesh to define the play space for the Survival mode. Such as func_button, func_button_timed, trigger_finale, trigger_once, prop_car_alarm or even that one song on the Jukebox. Survival rounds begin by triggering any form of panic event.Īny entity capable of telling the Director to force a Panic Event will work.