// Mission files describe the metadata needed by campaign-specific add-ons so they can be // integrated into Left4Dead. The data in this file is used by the game UI, matchmaking and server. // Although you may provide multiple Campaigns in one add-on by putting more than one .TXT file // in the missions folder, it's generally a good idea to stick to one per add-on. // // HOW TO DEBUG MISSION FILES: // In the console set "developer 2" // Then type "mission_reload" // This will make the game reload all the mission files and print out every chapter for every mode it // finds. It's very useful to ensure that your mission file is being correctly read. "mission" { // Use a short name, since it is used as a tag on the servers for matching // your campaign when looking for a dedicated server. Generally it should // be something unique. One suggestion to is use your initials and a short // abbreviated name for your campaign. "Name" "Hotel Swiss" // The version number is used when finding campaigns on dedicated servers // and in matchmaking. If you try to connect to someone in matchmaking // who has a newer version, you will be directed to download the new // version. You must increment this to the next integer (whole numbers)every // time you release an update. "Version" "1" // Author is displayed in the UI when people see others playing your // campaign. "Author" "Alex Galuzin" // Website is extremely important as people will automatically be sent // to this URL if they try to join a friend running your campaign. This // should be the home page for your campaign and it should provide a // description, a link to download it, and installation instructions. "Website" "http://www.worldofleveldesign.com" // This name is used when refering to the campaign in the UI. "DisplayTitle" "HotelSwiss" "Description" "Check in but never check out." // Vmt shown behind the end credits when your campaign completes. // Note: This item needs to have "vgui\" at the front. It is assumed // for the poster and the map thumbnails. "OuttroImage" "vgui\OutroTitle_HotelSwiss" // Loading poster data // // Note that "posterTitle" and "posterTagline" are often blank as // the poster usually includes these in the poster image itself. // If you do not provide a poster, a generic default will be used. "poster" { "posterImage" "LoadingScreen_HotelSwiss" "posterTitle" "" "posterTitle_y" "360" "posterTagline" "" "posterTagline_y" "372" // Adjust these to align the survivor names on your poster. // 0,0 is center of the poster. // Adjusting x value moves the names horizontally. // Adjusting y value moves the names vertically. // Try to space them in a staggered arrangement so that long names do not overlap. "bill_player_name_x" "118" "bill_player_name_y" "-195" "louis_player_name_x" "-53" "louis_player_name_y" "-205" "zoey_player_name_x" "-124" "zoey_player_name_y" "-210" "francis_player_name_x" "31" "francis_player_name_y" "-200" } // The modes section lists each of your campaign maps and each mode // they support. Depending on how you set up your campaign maps, // you can reuse the same bsp for different modes as is the case with // coop and versus in this example. This requires setting up entities // that show up or operate differently for different modes. // // The following modes are supported: "coop", "versus", "survival" // // Number each map section starting with "1" // // "Map" is the name of the bsp of the starting map. (do not include // an extension) // "DisplayName" is the name to use for the chapter of the map. // "Image" is the image used for the chapter in the lobby and // settings. "modes" { "coop" { "0" { "Map" "l4d_sv_swisshotel" "DisplayName" "1" "Image" "maps/" } "0" { "Map" "l4d_sv_swisshotel" "DisplayName" "2" "Image" "maps/" } } "versus" { "0" { "Map" "l4d_sv_swisshotel" "DisplayName" "" "Image" "maps/" } } "survival" { "1" { "Map" "l4d_sv_hotelswiss" "DisplayName" "Hotel Swiss Survival" "Image" "maps/l4d_hotelswiss" } } }