Trigger standoff: Difference between revisions
		
		
		
		
		
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				m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)  | 
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{{obsolete|entity=1|replacement=[[trigger_finale]]}}  | {{obsolete|entity=1|replacement=[[trigger_finale]]}}  | ||
{{ent not in game}}  | {{ent not in game}}  | ||
{{this is a|name=trigger_standoff  | {{this is a|point entity|name=trigger_standoff|game=Left 4 Dead series}} 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 ==  | ||
Revision as of 17:22, 17 May 2024
This entity is obsolete.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.
trigger_standoff  is a   point entity  available in ![]()
 Left 4 Dead series. 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_finale entities'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.