Trigger finale: Difference between revisions
Jump to navigation
Jump to search
Note:This entity is not required for survival gamemodes. Anything that fires the
Thunder4ik (talk | contribs) m (clean up, replaced: {{ModernWarning| → {{warning|, {{ModernNote| → {{note|) |
Thunder4ik (talk | contribs) m (Unicodifying, replaced: </i> → '', </b> → ''', <i> → '', <b> → ''') |
||
Line 4: | Line 4: | ||
In most cases, if this entity is represented as a model in the world (like the ham-radio) it would start disabled, because first the players would interact with a {{ent|func_button}} tied to a {{ent|prop_dynamic}} to play an voice line and then enable the actual trigger_finale.<br> | In most cases, if this entity is represented as a model in the world (like the ham-radio) it would start disabled, because first the players would interact with a {{ent|func_button}} tied to a {{ent|prop_dynamic}} to play an voice line and then enable the actual trigger_finale.<br> | ||
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 <code>FINALE</code>.<br> | 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 <code>FINALE</code>.<br> | ||
It has a duplicate entity with a different name, which is the | It has a duplicate entity with a different name, which is the'''<code>finale_trigger</code>'''entity. | ||
{{note|This entity is not required for survival gamemodes. Anything that fires the <code>ForcePanicEvent</code> on the {{ent|info_director}} will start survival finales.}} | {{note|This entity is not required for survival gamemodes. Anything that fires the <code>ForcePanicEvent</code> on the {{ent|info_director}} will start survival finales.}} | ||
Line 18: | Line 18: | ||
:* 3 : Broken. Starts the finale but stucks on PANIC stage and never spawns any infected at all. {{Not in FGD}} | :* 3 : Broken. Starts the finale but stucks on PANIC stage and never spawns any infected at all. {{Not in FGD}} | ||
:* 4 : Scavenge|since=L4D2}} | :* 4 : Scavenge|since=L4D2}} | ||
{{KV|Script File|intn=ScriptFile|string|since=l4d2|obsolete=1|Takes precedence over the standard | {{KV|Script File|intn=ScriptFile|string|since=l4d2|obsolete=1|Takes precedence over the standard ''<nowiki>[mapname]_finale.nut</nowiki>'' script by running in the <code>LocalScript</code> scope.}} | ||
{{KV|Versus Travel|intn=VersusTravelCompletion|float|How much of the versus score is attained through travel to the finale (not valid in gauntlet finale). | {{KV|Versus Travel|intn=VersusTravelCompletion|float|How much of the versus score is attained through travel to the finale (not valid in gauntlet finale). | ||
:{{warning|Doesn't work with standard finale type.}}|since=L4D2}} | :{{warning|Doesn't work with standard finale type.}}|since=L4D2}} |
Revision as of 09:29, 8 January 2024
![]() |
---|
CFinaleTrigger |
trigger_finale
is an e0 available in Left 4 Dead series. It acts as trigger for the finale of a campaign and is capable of firing outputs for different stages of the finale.
In most cases, if this entity is represented as a model in the world (like the ham-radio) it would start disabled, because first the players would interact with a func_button tied to a prop_dynamic to play an voice line and then enable the actual trigger_finale.
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.

ForcePanicEvent
on the info_director will start survival finales.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
- 3 : Broken. Starts the finale but stucks on PANIC stage and never spawns any infected at all. !FGD
- 4 : Scavenge
- Script File (ScriptFile) <string> (in all games since
)
- Takes precedence over the standard [mapname]_finale.nut script by running in the
LocalScript
scope.
- 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).
Warning:Doesn't work with standard finale type.
- 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
- 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.
Important:Must be fired before firing RollStatsCrawl into
env_outtro_stats
for the stats to work properly
- 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.
Tip:If you want to allow a finale to start with incapped players outside the finale area, use the
Use
input.
- EnableEscapeSequence (only in
)
- Allow the escape sequence to happen at the proper phase of the finale.
- DisableEscapeSequence (only in
)
- Block the escape sequence from happening (until re-enabled). Infected will still spawn.
- 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.