Trigger finale: Difference between revisions

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{{IO|SacrificeEscapeSucceeded|Indicates the survivors met the escape requirements|since=L4D2}}
{{IO|SacrificeEscapeSucceeded|Indicates the survivors met the escape requirements|since=L4D2}}
{{IO|SacrificePlayerBeginsRun|A player has committed to the sacrifice run {{activator|player}}|since=L4D2}}
{{IO|SacrificePlayerBeginsRun|A player has committed to the sacrifice run {{activator|player}}|since=L4D2}}
{{IO|ForceTankSpawn|Possibly only for Gauntlet style finale in-play|since=L4D2}}.
{{I Targetname}}
{{I Targetname}}
{{I EnableDisable}}
{{I EnableDisable}}

Revision as of 12:23, 3 October 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)
ForceTankSpawn  (in all games since Left 4 Dead 2)
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