Trigger standoff: Difference between revisions
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(Requested to mark this as obsolete. Description is given a bit of an explanation, and outdated templates are replaced.) |
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{{l4d series point|trigger_standoff}} | {{obsolete|entity=1|replacement=trigger_finale}} | ||
{{ent not in game}} | |||
{{l4d series point|trigger_standoff}} Intended use of this entity is unknown, but based on leftover [[keyvalue]]s and I/O, this entity seems to be a mix of{{ent|func_button_timed}}and{{ent|trigger_finale}}entities's functionality. | |||
== Keyvalues == | == Keyvalues == | ||
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{{KV|Use Duration|float|Seconds a survivor must +use the trigger to start the finale (0 is instantaneous).}} | {{KV|Use Duration|float|Seconds a survivor must +use the trigger to start the finale (0 is instantaneous).}} | ||
{{KV|Use Delay|float|Starts the finale this many seconds after a +use.}} | {{KV|Use Delay|float|Starts the finale this many seconds after a +use.}} | ||
{{KV | {{KV BaseEntity|l4d2=1}} | ||
== Flags == | == Flags == | ||
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{{IO|FinaleEscapeVehicleReadyForSurvivors|Make survivors say something about how the vehicle has stopped now.}} | {{IO|FinaleEscapeVehicleReadyForSurvivors|Make survivors say something about how the vehicle has stopped now.}} | ||
{{IO|ForceFinaleStart|Start the finale now.}} | {{IO|ForceFinaleStart|Start the finale now.}} | ||
{{I | {{I BaseEntity|l4d=1}} | ||
== Outputs == | == Outputs == | ||
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{{IO|FinalePause|Fired during the pause between each finale wave.}} | {{IO|FinalePause|Fired during the pause between each finale wave.}} | ||
{{IO|EscapeVehicleLeaving|Fired when the escape vehicle starts to leave.}} | {{IO|EscapeVehicleLeaving|Fired when the escape vehicle starts to leave.}} | ||
{{O | {{O BaseEntity|l4d2=1}} |
Revision as of 15:23, 11 July 2021

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
It has since been deprecated by: trigger_finale.
It has since been deprecated by: trigger_finale.

This entity is not in the game by default, but got left over in the FGD.
This feature is not available anymore.
This feature is not available anymore.
Template:L4d series point Intended use of this entity is unknown, but based on leftover keyvalues and I/O, this entity seems to be a mix offunc_button_timedandtrigger_finaleentities's functionality.
Keyvalues
- World model ([todo internal name (i)]) <model path>
- Disable Shadows ([todo internal name (i)]) <boolean>
- Used to disable dynamic shadows on this entity.
- Use Duration ([todo internal name (i)]) <float>
- Seconds a survivor must +use the trigger to start the finale (0 is instantaneous).
Flags
- 512 : Diable +use
Inputs
- FinaleEscapeFinished
- Give the survivors a victory.
- FinaleEscapeForceSurvivorPositions
- Make the survivors stand still on the escape vehicle.
- FinaleEscapeVehicleReadyForSurvivors
- Make survivors say something about how the vehicle has stopped now.
- ForceFinaleStart
- Start the finale now.
Outputs
- FinaleEscapeStarted
- Fired when the survivors should start their escape.
- FinaleWon
- Fired when the survivors win the finale.
- FinaleLost
- Fired when the survivors lose the finale.
- UseStart
- Fired when a duration-based +use starts.
- UseCancel
- Fired when a duration-based +use is stopped early.
- FinaleStart
- Fired when the finale starts.
- FinalePause
- Fired during the pause between each finale wave.
- EscapeVehicleLeaving
- Fired when the escape vehicle starts to leave.