Zh/Trigger finale: Difference between revisions

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{{l4d series point|trigger_finale}} 此实体 [[触发]]会让当前的战役救援开始或结束. 它的位置相对逃生路线至关重要, 它也可以说是单人战役或多人战役的地图救援流程. 如果 trigger_finale 没有放置在救援区域的NAV导航网格上, 它将在逃生路线的终点将导航网格属性标记为<code>FINALE</code>.
{{l4d series point|trigger_finale}} 此实体 [[Trigger]] 触发会让当前的战役救援开始或结束. 它的位置相对逃生路线至关重要, 它也可以说是单人战役或多人战役的地图救援流程. 如果 trigger_finale 没有放置在救援区域的NAV导航网格上, 它将在逃生路线的终点将导航网格属性标记为<code>FINALE</code>.


It has a duplicate entity with a different name, which is the<b><code>finale_trigger</code></b>entity.
It has a duplicate entity with a different name, which is the<b><code>finale_trigger</code></b>entity.

Revision as of 20:39, 1 August 2022

Template:L4d series point 此实体 Trigger 触发会让当前的战役救援开始或结束. 它的位置相对逃生路线至关重要, 它也可以说是单人战役或多人战役的地图救援流程. 如果 trigger_finale 没有放置在救援区域的NAV导航网格上, 它将在逃生路线的终点将导航网格属性标记为FINALE.

It has a duplicate entity with a different name, which is thefinale_triggerentity.

Keyvalues

World model (model) <模型文件路径(en)>
Disable Shadows (disableshadows) <布尔值(en)>
Used to disable dynamic shadows on this entity.
First Use Delay (FirstUseDelay) <浮点型(en)>
For two-part finale starts, delays this many seconds before allowing another +use.
Use Delay (UseDelay) <浮点型(en)>
Starts the finale this many seconds after a +use.
Finale Type (type) <choices> (存在于自 求生之路2 以来)
Specifies which style of finale to trigger
  • 0 : Standard
  • 1 : Gauntlet
  • 2 : Custom
  • 4 : Scavenge
Script File (ScriptFile) <字符串(en)> (存在于自 求生之路2 以来)
Name a script as [mapname]_finale.nut instead. Example:c10m4_houseboat_finale.nut
Versus Travel (VersusTravelCompletion) <浮点型(en)> (存在于自 求生之路2 以来)
How much of the versus score is attained through travel to the finale ( not valid in gauntlet finale )
Is Sacrifice Finale (IsSacrificeFinale) <布尔值(en)> (存在于自 求生之路2 以来)
If true, one survivor has to be available to perform some action outside the escape vehicle.
Name (目标名称) <target_source>[ Edit ]
这个名称是其他实体通过 输入/输出(en) 或其他 关键值(en)(如 parentnametarget) 来引用该实体时使用的标识符。
该名称也会显示在 Hammer 编辑器的 2D 视图和 实体报告(en) 中。
参见:  所有实体均可使用的 通用键值、输入与输出(en)

Pitch Yaw Roll (Y Z X) (angles) <QAngle(en)>
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) <布尔值(en)>
保持休眠状态,直到被唤醒。(利用Enable输入)。

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.
EnableEscapeSequence
Allow the escape sequence to happen at the proper phase of the finale. (求生之路 only)
DisableEscapeSequence
Block the escape sequence from happening (until re-enabled). Infected will still spawn.(求生之路 only)
GauntletStopPanic  (存在于自 求生之路2 以来)
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  (存在于自 求生之路2 以来)
Increments the finale stage.
SacrificeEscapeFailed  (存在于自 求生之路2 以来)
Indicates the survivors failed the escape requirements.
SacrificeEscapeSucceeded  (存在于自 求生之路2 以来)
Indicates the survivors met the escape requirements.
SacrificePlayerBeginsRun  (存在于自 求生之路2 以来)
A player has committed to the sacrifice run. (!activator is the player)
ForceTankSpawn  (存在于自 求生之路2 以来)
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.


See also