L4D2 Level Design/Custom Finale: Difference between revisions

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{{L4D2 level intro menu}}
{{L4D2 level intro menu}}
A custom finale is when you make your own design for it. Such as a custom boss. For a custom boss you will need to decide a few things. Like Will it move or sit still? Where is its weak point? and/or how fast does it move. For a mobile boss it should have a small piece that moves on a tracktrain name it something "Boss_mover" is what i use. set the paths as: Path1,Path2,Path3 or something to your liking then you need a breakable spot that it takes damage. Make sure its tough. parent it to the tracktrain then make the paths and if you want it to do the path over and over again make the last one go back to the first one. if you kill it make an output that tells the path tracks/props or anything on it to vanish by selecting the kill option... here's an example:
A custom [[L4D Level Design/Finale Events Part 1|finale]] reads automatically off of a [[VScript|vscript]] containing a list of stages, <map name>_finale.nut. The system features the ability to increment finale stages with arbitrary conditions (mainly the onslaught stage type). Something elaborate as a custom boss is possible, for example, where a certain amount of damage advances the finale to the next stage. Once the stages listed are finished, [[trigger_finale]] fires a FinaleEscapeStarted output.


On Break
None of the official L4D2 maps use the <code>Standard</code> finale option. Custom finale maps include c2m5_concert, c3m4_plantation, c4m5_milltown_escape, c7m3_port, and it is assumed that L4D1 finales do the same (No Mercy is confirmed to use custom).
Boss_mover
Kill


If you do it right you can put the credits in right after you kill it... or delay it a few seconds after you kill it. You can even make it change levels after its dead so there's more things to do.
== Components ==
Watch out though you don't wanna make it too complex without changing levels because it might lag it out.
=== VScript ===
As discussed in the [[L4D2_Vscripts#Finale_Specific.2FRelated|L4D2 vscript article]], there are four stage types, additional custom finale-specific director options, and special functions available.
 
=== Map ===
At the very least, all that needs to be changed is trigger_finale Finale Type, from <code>Standard</code> to <code>Custom</code>. There are other options and details you should consider:
* The onslaught stage type does end unless the [[info_director|director]] is given the input EndCustomScriptedStage via script or in-game I/O.
* info_director: OnCustomPanicStageFinished, OnPanicEventFinished (maybe just for crescendo), and OnUserDefinedScriptEvent(1-4) outputs are available, linked to vscript stage states or methods such as .UserDefinedEvent1()-.UserDefinedEvent4().
* trigger_finale: AdvanceFinaleState input is available.


== Sacrifice finale ==
== Sacrifice finale ==
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{{todo|break it down, explain, tutorialize}}
{{todo|break it down, explain, tutorialize}}
== See also ==
== External links ==


{{Navbar-last|:L4D2 Level Design/Gauntlet Finale|L4D2 Level Design}}
{{Navbar-last|:L4D2 Level Design/Gauntlet Finale|L4D2 Level Design}}


[[Category:Left 4 Dead 2]]
[[Category:Left 4 Dead 2]]

Revision as of 08:12, 5 October 2011

A custom finale reads automatically off of a vscript containing a list of stages, <map name>_finale.nut. The system features the ability to increment finale stages with arbitrary conditions (mainly the onslaught stage type). Something elaborate as a custom boss is possible, for example, where a certain amount of damage advances the finale to the next stage. Once the stages listed are finished, trigger_finale fires a FinaleEscapeStarted output.

None of the official L4D2 maps use the Standard finale option. Custom finale maps include c2m5_concert, c3m4_plantation, c4m5_milltown_escape, c7m3_port, and it is assumed that L4D1 finales do the same (No Mercy is confirmed to use custom).

Components

VScript

As discussed in the L4D2 vscript article, there are four stage types, additional custom finale-specific director options, and special functions available.

Map

At the very least, all that needs to be changed is trigger_finale Finale Type, from Standard to Custom. There are other options and details you should consider:

  • The onslaught stage type does end unless the director is given the input EndCustomScriptedStage via script or in-game I/O.
  • info_director: OnCustomPanicStageFinished, OnPanicEventFinished (maybe just for crescendo), and OnUserDefinedScriptEvent(1-4) outputs are available, linked to vscript stage states or methods such as .UserDefinedEvent1()-.UserDefinedEvent4().
  • trigger_finale: AdvanceFinaleState input is available.

Sacrifice finale

The sacrifice finale is based off of custom finale with additional hard-coded modifications introduced in The Sacrifice update.

Todo: break it down, explain, tutorialize
L4D2 Level Design/Gauntlet Finale Return to L4D2 Level Design