Trigger finale dlc3: Difference between revisions
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== Inputs == | == Inputs == | ||
{{ | {{I|FinaleEscapeFinished|Give the survivors a victory.}} | ||
{{ | {{I|FinaleEscapeForceSurvivorPositions|Make the survivors stand still on the escape vehicle.}} | ||
{{ | {{I|FinaleEscapeVehicleReadyForSurvivors|Make survivors say something about how the vehicle has stopped now.}} | ||
{{ | {{I|ForceFinaleStart|Start the finale now.}} | ||
{{ | {{I|EnableEscapeSequence|Allow the escape sequence to happen at the proper phase of the finale.}} | ||
{{ | {{I|DisableEscapeSequence|Block the escape sequence from happening (until re-enabled). Infected will still spawn.}} | ||
{{ | {{I|AdvanceFinaleState|Advances through the DLC3 Finale states}} | ||
{{ | {{I|DLC3FinaleWon|Indicates the survivors have met the specific win conditions for the DLC3 finale. }} | ||
{{ | {{I|DLC3FinaleLost|Indicates the survivors have failed the specific conditions for the DLC3 finale. }} | ||
{{ | {{I|DLC3FinaleEnableChaseTanks|Turns on the chase tanks for the escape sequence}} | ||
{{ | {{I|DLC3SacrificePlayerBeginsRun|A player has committed to the sacrifice run. {{activator|player}}}} | ||
{{I Targetname}} | {{I Targetname}} | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
== Outputs == | == Outputs == | ||
{{ | {{O|FinaleEscapeStarted|Fired when the survivors should start their escape.}} | ||
{{ | {{O|FinaleStart|Fired when the finale starts.}} | ||
{{ | {{O|FinalePause|Fired during the pause between each finale wave.}} | ||
{{ | {{O|EscapeVehicleLeaving|Fired when the escape vehicle starts to leave.}} | ||
{{ | {{O|OnDLC3FinaleLull|Fired when there is a break while waiting for the next generator to be started}} | ||
{{O Targetname}} | {{O Targetname}} |
Revision as of 07:48, 21 April 2025
trigger_finale_dlc3
is a point entity available in Left 4 Dead. It is a controller for the special DLC3 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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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 the
Enable
input).
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.
- DisableEscapeSequence
- Block the escape sequence from happening (until re-enabled). Infected will still spawn.
- AdvanceFinaleState
- Advances through the DLC3 Finale states
- DLC3FinaleWon
- Indicates the survivors have met the specific win conditions for the DLC3 finale.
- DLC3FinaleLost
- Indicates the survivors have failed the specific conditions for the DLC3 finale.
- DLC3FinaleEnableChaseTanks
- Turns on the chase tanks for the escape sequence
- DLC3SacrificePlayerBeginsRun
- 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.
- FinaleStart
- Fired when the finale starts.
- FinalePause
- Fired during the pause between each finale wave.
- EscapeVehicleLeaving
- Fired when the escape vehicle starts to leave.
- OnDLC3FinaleLull
- Fired when there is a break while waiting for the next generator to be started