Trigger finale: Difference between revisions

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== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
{{KV|World model|studio}}
* {{KV Angles}}
{{KV|Disable Shadows|boolean|Used to disable dynamic shadows on this entity.}}
* {{KV Origin}}
{{KV|First Use Delay|float|For two-part finale starts, delays this many seconds before allowing another +use.}}
* '''FirstUseDelay'''
{{KV|Use Delay|float|Starts the finale this many seconds after a +use.}}
: ''FirstUseDelay'' <float> For two-part finale starts, delays this many seconds before allowing another +use.
{{KV|Finale Type|choices|Specifies which style of finale to trigger|since=L4D2}}
* '''UseDelay'''
:* 0 : Standard
: ''UseDelay'' <float> Starts the finale this many seconds after a +use.
:* 1 : Gauntlet
* '''UseDuration'''
:* 2 : Custom
: <int>
:* 4 : Scavenge
* {{l4d2}} '''Finale Type'''
{{KV|Script File|string|since=L4D2}}
: ''type'' <choices> Specifies which style of finale to trigger
{{KV|Versus Travel|float|How much of the versus score is attained through travel to the finale ( not valid in gauntlet finale )|since=L4D2}}
* {{l4d2}} '''Script File'''
{{KV|Is Sacrifice Finale|boolean|If true, one survivor has to be available to perform some action outside the escape vehicle.|since=L4D2}}
: ''ScriptFile'' <string>. A [[L4D2 Vscripts|vscript]]. It has been observed that this does not need to be registered for finales, such as Scavenge finales. What is needed is a per-map vscript named with the actual map name prefix. In other words, <map name>.bsp will have a vscript named <map name>_finale.nut or <map name>_finale.nuc.
{{KV Targetname}}
* '''Versus Travel'''
{{KV Angles}}
: ''VersusTravelCompletion'' <float> How much of the versus score is attained through travel to the finale ( not valid in gauntlet finale )
{{KV EnableDisable}}


== Inputs ==
== Inputs ==
* {{I Targetname}}
{{IO|FinaleEscapeFinished|Give the survivors a victory.}}
* {{I EnableDisable}}
{{IO|FinaleEscapeForceSurvivorPositions|Make the survivors stand still on the escape vehicle.}}
* '''FinaleEscapeFinished'''
{{IO|FinaleEscapeVehicleReadyForSurvivors|Make survivors say something about how the vehicle has stopped now.}}
:Give the survivors a victory.
{{IO|ForceFinaleStart|Start the finale now.}}
* '''FinaleEscapeForceSurvivorPositions'''
{{IO|EnableEscapeSequence|Allow the escape sequence to happen at the proper phase of the finale. ({{l4d}} only)}}
:Make the survivors stand still on the escape vehicle. This is [[L4D_Level_Design/Finale_Events_Part_2|typically used]] to force survivors to a position that is consider a safe area where infected cannot reach them.
{{IO|DisableEscapeSequence|Block the escape sequence from happening (until re-enabled). Infected will still spawn.({{l4d}} only)}}
* '''FinaleEscapeVehicleReadyForSurvivors'''
{{IO|GauntletStopPanic|Move the gauntlet finale state out of continuous panic mode|since=L4D2}}
:Make survivors say something about how the vehicle has stopped now. This unlocks the nav area marked with [[Navigation_Meshes_(L4D)|nav attribute]] <code>RESCUE_VEHICLE</code> and indicates to bots that they are now able to run to that nav area.
{{IO|AdvanceFinaleState|Increments the finale state|since=L4D2}}
* '''ForceFinaleStart'''
{{IO|SacrificeEscapeFailed|Indicates the survivors failed the escape requirements|since=L4D2}}
:Start the finale now/immediately. This is used to bypass conventional player control of the finale trigger, where the player manually presses trigger_finale like a button once or twice, depending on how it is set up.
{{IO|SacrificeEscapeSucceeded|Indicates the survivors met the escape requirements|since=L4D2}}
* '''GauntletStopPanic'''
{{IO|SacrificePlayerBeginsRun|A player has committed to the sacrifice run {{activator|player}}|since=L4D2}}
:Move the gauntlet finale state out of continuous panic mode. This is also is one factor needed to allow [[info_director|AI director]] to spawn a tank in Gauntlet mode.
{{I Targetname}}
 
{{I EnableDisable}}


== Outputs ==
== Outputs ==
* {{O Targetname}}
{{IO|FinaleEscapeStarted|Fired when the survivors should start their escape.}}
* '''FinaleEscapeStarted'''
{{IO|FinaleWon|Fired when the survivors win the finale.}}
:Fired when the survivors should start their escape. Fired at the beginning of the final escape sequence, a few seconds before the music starts.
{{IO|FinaleLost|Fired when the survivors lose the finale.}}
* '''FinaleWon'''
{{IO|FirstUseStart|Fired when a player uses the trigger the first time.}}
:Fired when the survivors win the finale.
{{IO|UseStart|Fired when a player uses the trigger to start the finale.}}
* '''FinaleLost'''
{{IO|FinaleStart|Fired when the finale starts.}}
:Fired when the survivors lose the finale.
{{IO|FinalePause|Fired during the pause between each finale wave.}}
* '''FirstUseStart'''
{{IO|EscapeVehicleLeaving|Fired when the escape vehicle starts to leave.}}
:Fired when a player uses the trigger the first time. For two-part trigger-finale usages, fired the first time a Survivor uses it.
{{O Targetname}}
* '''UseStart'''
:Fired when a Survivor uses it, before the use-delay.
* '''FinaleStart'''
:Fired when the finale starts. Fired at the beginning of a finale, after the use-delay.
* '''FinalePause'''
:Fired during the pause between each finale wave. Fired every time there is a pause in the Finale.  Each pause lasts 5 seconds and happens before and after each tank spawn, and  in the middle of a horde spawn.  Therefore, there are 6 pauses during each finale. <!-- As in: Finale start--50 zombies--pause--50 zombies--pause--tank--pause--50 zombies--pause--50 zombies-pause-tank-pause-rescue vehicle.-->Finale waves can be customized with [[L4D2 Vscripts|vscripts]] and requires Custom finale mode selected in the trigger_finale properties.
* '''EscapeVehicleLeaving'''
:Fired when the escape vehicle starts to leave.


== See also ==
== See also ==
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* [[L4D_Level_Design/Nav_Flow|L4D Level Design/Nav Flow]]
* [[L4D_Level_Design/Nav_Flow|L4D Level Design/Nav Flow]]
* [[L4D2 Vscripts|L4D2 vscripts]]
* [[L4D2 Vscripts|L4D2 vscripts]]
== External links ==

Revision as of 05:08, 13 August 2011

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.

Keyvalues

World model ([todo internal name (i)]) <model path>
Disable Shadows ([todo internal name (i)]) <boolean>
Used to disable dynamic shadows on this entity.
First Use Delay ([todo internal name (i)]) <float>
For two-part finale starts, delays this many seconds before allowing another +use.
Use Delay ([todo internal name (i)]) <float>
Starts the finale this many seconds after a +use.
Finale Type ([todo internal name (i)]) <choices> (in all games since Left 4 Dead 2)
Specifies which style of finale to trigger
  • 0 : Standard
  • 1 : Gauntlet
  • 2 : Custom
  • 4 : Scavenge
Script File ([todo internal name (i)]) <string> (in all games since Left 4 Dead 2)
Versus Travel ([todo internal name (i)]) <float> (in all games since Left 4 Dead 2)
How much of the versus score is attained through travel to the finale ( not valid in gauntlet finale )
Is Sacrifice Finale ([todo internal name (i)]) <boolean> (in all games since Left 4 Dead 2)
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 or target).
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 theEnableinput).

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.
EnableEscapeSequence
Allow the escape sequence to happen at the proper phase of the finale. (Left 4 Dead only)
DisableEscapeSequence
Block the escape sequence from happening (until re-enabled). Infected will still spawn.(Left 4 Dead only)
GauntletStopPanic  (in all games since Left 4 Dead 2)
Move the gauntlet finale state out of continuous panic mode
AdvanceFinaleState  (in all games since Left 4 Dead 2)
Increments the finale state
SacrificeEscapeFailed  (in all games since Left 4 Dead 2)
Indicates the survivors failed the escape requirements
SacrificeEscapeSucceeded  (in all games since Left 4 Dead 2)
Indicates the survivors met the escape requirements
SacrificePlayerBeginsRun  (in all games since Left 4 Dead 2)
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.


See also