Left 4 Dead 2

Left 4 Dead 2

Plan B
How is it done?
Hello Rectus,

I'm just starting out with the authoring tools and I have a few interesting ideas for my first campaign. I asked in the L4D2 discussion section if it's possible to end a level without a safe room and I got referenced to your Plan B campaign where I found - apart from what I was looking for - a ton of very creative and interesting things.

But since I'm currently rather new to the hammer editor as is: I'd like to ask if the ending without a safe room which you did (No spoilers) is done through somehow closing an out of view safe room door somewhere, when all survivors are in a certain area or does it use scripts or just some combination of triggers without scripts?

I was looking on if it's possible and how it could be done around the internet for a while and as a last course of action I decided to ask on the L4D2 discussion on steam and this map was the only resource I could find in relation to non-safe room level endings. At least now I know it's doable, but I'd also like to ask if what you did in Plan B is self taught or if you used some resource from the internet.

Thank you.
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Rectus  [developer] 24 Nov, 2019 @ 5:53am 
Yeah, it uses a fake door entity nearby with the models/props_doors/null.mdl model. It is set to open by default, and I send a Close output to it when it is ok to do the level transition. Note that all the regular saferoom requrements are still in effect, and the bots will try to path to the door to close it.

I use the same method for the Diescraper elevator saferoom. The source files are here if you need an example: https://github.com/Rectus/diescraper_sources

I figured this one out myself. A lot of the things in Plan B are just me trying out new mechanics.
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