Zh/Trigger finale: Difference between revisions
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{{l4d series point|trigger_finale}} 此实体 [[Trigger]] 的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>. | {{lang|Trigger finale}} | ||
{{point_ent:zh|l4d series point|trigger_finale|sprite=1}} 此实体 [[Trigger]] 的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 20:44, 1 August 2022
l4d series point
是一个存在于所有的 起源 游戏的点实体。 此实体 Trigger 的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_trigger
entity.
Keyvalues
- World model (model) <模型文件路径 >
- Disable Shadows (disableshadows) <布尔值 >
- Used to disable dynamic shadows on this entity.
- First Use Delay (FirstUseDelay) <浮点型 >
- For two-part finale starts, delays this many seconds before allowing another +use.
- Use Delay (UseDelay) <浮点型 >
- Starts the finale this many seconds after a +use.
- Finale Type (type) <choices> (存在于自
以来)
- Specifies which style of finale to trigger
- 0 : Standard
- 1 : Gauntlet
- 2 : Custom
- 4 : Scavenge
- Script File (ScriptFile) <字符串 > (存在于自
以来)
- Name a script as [mapname]_finale.nut instead. Example:
c10m4_houseboat_finale.nut
- Versus Travel (VersusTravelCompletion) <浮点型 > (存在于自
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 > (存在于自
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 或其他 关键值 (如
parentname
或target
) 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 中。参见: 所有实体均可使用的 通用键值、输入与输出
- 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) <布尔值 >
- 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.
- DisableEscapeSequence
- Block the escape sequence from happening (until re-enabled). Infected will still spawn.(
only)
- GauntletStopPanic (存在于自
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.
- SacrificePlayerBeginsRun (存在于自
以来)
- A player has committed to the sacrifice run. (!activator is the player)
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.