Trigger finale: Difference between revisions
		
		
		
		
		
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 AltNames: This entity is also tied to
AltNames: This entity is also tied to 
 Risk of Confusion:Despite the name starting with word
Risk of Confusion:Despite the name starting with word 
 Note:This entity is not required for survival gamemodes. Anything that fires the
Note:This entity is not required for survival gamemodes. Anything that fires the 
		
	
|  (-altname, confusion) | m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) | ||
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| {{lang|Trigger finale}} | {{lang|Trigger finale}} | ||
| {{CD|CFinaleTrigger|CBreakableProp}} | {{CD|CFinaleTrigger|CBreakableProp}} | ||
| {{ | {{this is a|point entity|name=trigger_finale|series=Left 4 Dead}} It acts as trigger for the finale of a campaign and is capable of firing outputs for different stages of the 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> | 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> | ||
Revision as of 17:44, 17 May 2024
|  Class hierarchy | 
|---|
| CFinaleTrigger | 
trigger_finale  is a   point entity  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.
 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.
 AltNames: This entity is also tied to
AltNames: This entity is also tied to finale_trigger.   Risk of Confusion:Despite the name starting with word
Risk of Confusion:Despite the name starting with word trigger_ it's not a trigger brush entity but a button using a studio model Note:This entity is not required for survival gamemodes. Anything that fires the
Note:This entity is not required for survival gamemodes. Anything that fires the ForcePanicEvent on the info_director will start survival finales.Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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 LocalScriptscope.
- 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. 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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with theEnableinput).
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 Important:Must be fired before firing RollStatsCrawl intoenv_outtro_statsfor 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 Tip:If you want to allow a finale to start with incapped players outside the finale area, use theUseinput.
- 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.

























