Trigger finale: Difference between revisions
Jump to navigation
Jump to search
(added keyvalue names) |
(→Inputs: Hinted that FinaleEscapeFinished and FinaleEscapeForceSurvivorPositions are required for correct credits/stats) |
||
Line 21: | Line 21: | ||
== Inputs == | == Inputs == | ||
{{IO|FinaleEscapeFinished| | {{IO|FinaleEscapeFinished|Gives the survivors a victory, starts playing the credits music and consolidates the campaign stats.}} | ||
{{IO|FinaleEscapeForceSurvivorPositions|Teleports the survivors to a set of [[info_survivor_position]] entities. Used to make the survivors stand still on the escape vehicle or hide them.}} | {{IO|FinaleEscapeForceSurvivorPositions|Teleports the survivors to a set of [[info_survivor_position]] entities. Used to make the survivors stand still on the escape vehicle or hide them. Required for the credits/stats to correctly count who escaped and who died in the finale.}} | ||
{{IO|FinaleEscapeVehicleReadyForSurvivors|Unlocks the escape vehicle navigation mesh areas, and makes survivors speak out that the vehicle has arrived.}} | {{IO|FinaleEscapeVehicleReadyForSurvivors|Unlocks the escape vehicle navigation mesh areas, and makes survivors speak out that the vehicle has arrived.}} | ||
{{IO|ForceFinaleStart|Start the finale now. Only works when all survivors have entered the finale area marked in the navigation mesh.}} | {{IO|ForceFinaleStart|Start the finale now. Only works when all survivors have entered the finale area marked in the navigation mesh.}} |
Revision as of 11:08, 26 May 2022
Template:L4d series point The entity triggers the end of the current campaign session. Its location is crucial in determining the end of the escape route, also known as the flow of the single-map campaign or finale map in a multi-map campaign. If trigger_finale is not above the finale arena's nav mesh, the end of the escape route will be determined by the center of the all the nav areas marked with FINALE
.
It has a duplicate entity with a different name, which is thefinale_trigger
entity.
Keyvalues
- World model (model) <model path>
- Disable Shadows (disableshadows) <boolean>
- Used to disable dynamic shadows on this entity.
- First Use Delay (FirstUseDelay) <float>
- For two-part finale starts, delays this many seconds before allowing another +use.
- Use Delay (UseDelay) <float>
- Starts the finale this many seconds after a +use.
- Finale Type (type) <choices> (in all games since
)
- Specifies which style of finale to trigger
- 0 : Standard
- 1 : Gauntlet
- 2 : Custom
- 4 : Scavenge
- Script File (ScriptFile) <string> (in all games since
)
- Name a script as [mapname]_finale.nut instead. Example:
c10m4_houseboat_finale.nut
- Versus Travel (VersusTravelCompletion) <float> (in all games since
)
- How much of the versus score is attained through travel to the finale ( not valid in gauntlet finale )
- Is Sacrifice Finale (IsSacrificeFinale) <boolean> (in all games since
)
- If true, one survivor has to be available to perform some action outside the escape vehicle.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
- FinaleEscapeFinished
- Gives the survivors a victory, starts playing the credits music and consolidates the campaign stats.
- FinaleEscapeForceSurvivorPositions
- Teleports the survivors to a set of info_survivor_position entities. Used to make the survivors stand still on the escape vehicle or hide them. Required for the credits/stats to correctly count who escaped and who died in the finale.
- FinaleEscapeVehicleReadyForSurvivors
- Unlocks the escape vehicle navigation mesh areas, and makes survivors speak out that the vehicle has arrived.
- ForceFinaleStart
- Start the finale now. Only works when all survivors have entered the finale area marked in the navigation mesh.
- DisableEscapeSequence
- Block the escape sequence from happening (until re-enabled). Infected will still spawn.(
only)
- GauntletStopPanic (in all games since
)
- Move the gauntlet finale state out of continuous panic mode. Advances to the tank stage the first time it is called, and the escape sequence the second time.
- AdvanceFinaleState (in all games since
)
- Increments the finale stage.
- SacrificeEscapeFailed (in all games since
)
- Indicates the survivors failed the escape requirements.
- SacrificeEscapeSucceeded (in all games since
)
- Indicates the survivors met the escape requirements.
- SacrificePlayerBeginsRun (in all games since
)
- A player has committed to the sacrifice run. (!activator is the player)
- ForceTankSpawn (in all games since
)
- Possibly only for Gauntlet style finale in-play.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
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.
- FirstUseStart
- Fired when a player uses the trigger the first time.
- UseStart
- Fired when a player uses the trigger to start the finale.
- FinaleStart
- Fired when the finale starts.
- FinalePause
- Fired during the pause between each finale wave.
- EscapeVehicleLeaving
- Fired when the escape vehicle starts to leave.