"mission" { "Name" "River" "Version" "1" "Author" "Turtle Rock" "Website" "http://www.turtlerockstudios.com/" "BuiltIn" "0" "DisplayTitle" "#L4D_Mission_River_Title" "Description" "#L4D_Mission_River_Objective" "OuttroImage" "VGUI\outroTitle_sacrifice" // Loading poster data "poster" { "posterImage" "LoadingScreen_TheSacrifice" // "posterTitle" "#L4D360UI_RiverCampaignTitle" [$!ENGLISH] // "posterTitle_y" "320" // "posterTagline" "#L4D360UI_RiverCampaignTagline" [$!ENGLISH] // "posterTagline_y" "380" "bill_player_name_x" "-16" "bill_player_name_y" "-94" "louis_player_name_x" "44" "louis_player_name_y" "-40" "zoey_player_name_x" "101" // left to right -left +right "zoey_player_name_y" "-14" // top to bottom -raises +lowers "francis_player_name_x" "-77" "francis_player_name_y" "-66" } "modes" { "coop" { "1" { "Map" "l4d_river01_docks" "DisplayName" "#L4D360UI_Chapter_Docks" "Image" "maps/l4d_river01_docks" "TankVariant" "models/infected/hulk_dlc3.mdl" "SpawnBossThreats" "1" "coop_boss_spawning" { "boss_threat_radius" "500" "boss_threat_separation_min" "6000" "boss_threat_separation_max" "6000" "spawn_witches" "1" "spawn_tanks" "0" } } "2" { "Map" "l4d_river02_barge" "DisplayName" "#L4D360UI_Chapter_Barge" "Image" "maps/l4d_river02_barge" "SpawnBossThreats" "1" "coop_boss_spawning" { "boss_threat_radius" "3500" "boss_threat_separation_min" "6000" "boss_threat_separation_max" "9000" "spawn_witches" "1" "spawn_tanks" "1" } } "3" { "Map" "l4d_river03_port" "DisplayName" "#L4D360UI_Chapter_Port" "Image" "maps/l4d_river03_port" "SpawnBossThreats" "0" "coop_boss_spawning" { "spawn_witches" "0" "spawn_tanks" "0" } } } "versus" { "1" { "Map" "l4d_river01_docks" "DisplayName" "#L4D360UI_Chapter_Docks" "Image" "maps/l4d_river01_docks" "TankVariant" "models/infected/hulk_dlc3.mdl" "VersusModifier" "1.0" "VersusConvertPills" "0.25" "versus_boss_spawning" { "spawn_pos_min" "0.55" "spawn_pos_max" "0.95" "tank_chance" "0" "witch_chance" "1.0" "witch_and_tank" "0" } } "2" { "Map" "l4d_river02_barge" "DisplayName" "#L4D360UI_Chapter_Barge" "Image" "maps/l4d_river02_barge" "VersusModifier" "1.5" "VersusConvertPills" "0.25" "versus_boss_spawning" { "spawn_pos_min" "0.3" "spawn_pos_max" "0.9" "tank_chance" "1.0" "witch_chance" "1.0" "witch_and_tank" "1" } } "3" { "Map" "l4d_river03_port" "DisplayName" "#L4D360UI_Chapter_Port" "Image" "maps/l4d_river03_port" "VersusModifier" "3.5" "VersusFinaleProgressScoreFactor" "0.85" "VersusConvertPills" "0" "versus_boss_spawning" { "tank_chance" "0" "witch_chance" "0" } } } "survival" { "1" { "Map" "l4d_river01_docks" "DisplayName" "#L4D360UI_Holdout_Chapter_Docks" "Image" "maps/l4d_river01_tankcar" "TankVariant" "models/infected/hulk_dlc3.mdl" } "2" { "Map" "l4d_river03_port" "DisplayName" "#L4D360UI_Holdout_Chapter_Port" "Image" "maps/l4d_river03_port" } } } // "modes" // "SpawnBossThreats" // In CoOp games, controls whether or not a map can randomly spawn witches / tanks. // By default, the first map in a campaign can't. // If this value is set for a map, it overrides the default. (0 for false, 1 for true) // "versus_boss_spawning" // In versus games, there are a set of console variables that are used to govern how witches and // tanks spawn. If you wish to override those defaults for a map in this campaign, you can do that here. // If you don't specify a mapma or a specific value for a map, // it will use the console variables defaults instead. // // spawn_pos_min - (float: 0.01 ... 0.99) // The minimum random position on a map to spawn a boss. // 0.01 means right near the beginning, 0.99 means near the end // // spawn_pos_max - (float: 0.01 ... 0.99) // The maximum random position on a map to spawn a boss. // 0.01 means right near the beginning, 0.99 means near the end // // tank_chance - (float: 0.0 ... 1.0) // The random chance that a Tank will spawn, 0 being never and 1 being always. // // witch_chance - (float: 0.0 ... 1.0) // The random chance that a witch will spawn, 0 being never and 1 being always. // // witch_and_tank - (int: 0 or 1) // If both a witch and a tank randomly spawn, this controls whether // the tank is supressed in favor of the witch. // 0 means only spawn the witch if they would both spawn, 1 means spawn them both. // // "VersusFinaleProgressScoreFactor" (float: 0.0 ... 1.0) // This controls how much of the player's progress through the finale (rather than movement through the map) // is counted towards their score. Generally, you want a higher number if there is little distance // between the checkpoint and the finale, and a lower number if there is significant distance // from the checkpoint to the finale. // 0.0 is the default behavior, which means that the score is based on movement through the map. // 1.0 means that the score is based completely on progress during the finale. // 0.85 means that 85% comes from progress in the finale, and 15% from movement through the map. // "VersusConvertPills" (float: 0.0 ... 1.0) // This controls how many pills are converted to kits at the beginning of the map. By default, // the game references the director_vs_convert_pills convar for this value, but you can // override it here. // "ThirdTankDelay" (float: 0.0 .... 9999) // This controls the delay before the third tank is spawned in the finale. // This is the tank that shows up while the survivors are rushing for the escape vehicle. // By default, the delay is twice the "director_finale_stage_delay" convar. // "FinaleVehicleEvent" // This allows designers to change what message is displayed when the escape vehicle is ready. // "FinaleEscapeKillIncapped" - (int: 0 or 1) // If set to 1, any characters that are incapped when the escape starts will be killed. // This is primarily a cutscene aid, it doesn't change the way points are awarded, etc. // By default, survivors are left alone // "SpawnFinalePZClose" - (int: 0 or 1) // If set to 1, the Director will try to spawn PZs closer to the survivors during the // finale, which can be useful for finales with a very large playable area and many potential // spawn locations. // The behavior of this is controlled by the convars "z_finale_pz_spawnable_area_*". // By default, PZs are spawned randomly in the nav areas marked FINALE // "coop_boss_spawning" // In Co-Op & Single-Player games, there are a set of console variables that are used to govern how witches and // tanks spawn. If you wish to override those defaults for a map in this campaign, you can do that here. // If you don't specify a specific value for a map, // it will use the console variables defaults instead. // // Tanks and witches are spawned periodically at certain distances along the escape route, so the longer the map, // the more potential boss encounters you'll get. // // "boss_threat_separation_min" - (float: 0.0 ... 100000.0) // Minimum distance between boss spawns // // "boss_threat_separation_max" - (float: 0.0 ... 100000.0) // Max distance between boss spawns // // "boss_threat_radius" - (float: 0.0 ... 10000.0) // Random distance off the escape route that the boss can be spawned // // "spawn_witches" - (int: 0 or 1) // Controls whether or not witches will spawn on the map // // "spawn_tanks" - (int: 0 or 1) // Controls whether or not Tanks will spawn on the map // } // "mission"