L4D2 Level Design/Gauntlet Finale: Difference between revisions
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A gauntlet mainly consists of [[L4D Level Design/Finale Events Part 1|standard finale components]] with a few new additions and modifications: | A gauntlet mainly consists of [[L4D Level Design/Finale Events Part 1|standard finale components]] with a few new additions and modifications: | ||
*trigger_finale | *The [[trigger_finale]] uses "Gauntlet" as Finale Type setting. | ||
*info_target, | *A [[info_target]], named "nav_flow_target" at the end of the map close to the rescue vehicle, but not on navmesh marked with [[List_of_L4D_Series_Nav_Mesh_Attributes|Rescue_Vehicle]]. Else it will be blocked and Nav Flow won't generate. | ||
*Rescue closets are absent but should work if they are added. Consider adding one if there is combat before reaching the finale area. | *Rescue closets are usually absent but should work if they are added. Consider adding one if there is combat before reaching the finale area. | ||
* | *Finales depend on [[L4D2_Level_Design/Custom_Finale#director_gauntlet.nuc_.28Shared_for_all_gauntlets.29|director_gauntlet.nuc]] vscript by default, even without setting the "Script File" field.<br> | ||
{{note|Defining a different script in the "Script File" field will first run the default director_gauntlet and second it will launch whatever script you defined.}} | |||
The gauntlet finale structure is not very flexible and workarounds should be taken into consideration. Only one tank is allowed before the escape vehicle is ready. director_debug 1 shows that it is considered an escape sequence by the second time GauntletStopPanic is fired at trigger_finale. | The gauntlet finale structure is not very flexible and workarounds should be taken into consideration. Only one tank is allowed before the escape vehicle is ready. director_debug 1 shows that it is considered an escape sequence by the second time GauntletStopPanic is fired at trigger_finale. |
Revision as of 10:25, 21 March 2022

Remember to check for any notes left by the tagger at this article's talk page.
Gauntlet Finales were introduced in The Parish campaign. Rather than having the player holdout in an enclosed arena, gauntlets force players to run to the end of the level, where the rescue vehicle is already waiting for them. In The Parish, the players must run across a bridge to make it to a rescue helicopter.
You may wish to follow along with the decompiled map this article is based off of, c5m5_bridge.vmf.
Overview
A gauntlet mainly consists of standard finale components with a few new additions and modifications:
- The trigger_finale uses "Gauntlet" as Finale Type setting.
- A info_target, named "nav_flow_target" at the end of the map close to the rescue vehicle, but not on navmesh marked with Rescue_Vehicle. Else it will be blocked and Nav Flow won't generate.
- Rescue closets are usually absent but should work if they are added. Consider adding one if there is combat before reaching the finale area.
- Finales depend on director_gauntlet.nuc vscript by default, even without setting the "Script File" field.

The gauntlet finale structure is not very flexible and workarounds should be taken into consideration. Only one tank is allowed before the escape vehicle is ready. director_debug 1 shows that it is considered an escape sequence by the second time GauntletStopPanic is fired at trigger_finale.
VScript
A custom vscript seems possible by loading up a different vscript with trigger_finale.