Trigger finale dlc3: Difference between revisions

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== Inputs ==
== Inputs ==
{{IO|FinaleEscapeFinished|Give the survivors a victory.}}
{{I|FinaleEscapeFinished|Give the survivors a victory.}}
{{IO|FinaleEscapeForceSurvivorPositions|Make the survivors stand still on the escape vehicle.}}
{{I|FinaleEscapeForceSurvivorPositions|Make the survivors stand still on the escape vehicle.}}
{{IO|FinaleEscapeVehicleReadyForSurvivors|Make survivors say something about how the vehicle has stopped now.}}
{{I|FinaleEscapeVehicleReadyForSurvivors|Make survivors say something about how the vehicle has stopped now.}}
{{IO|ForceFinaleStart|Start the finale now.}}
{{I|ForceFinaleStart|Start the finale now.}}
{{IO|EnableEscapeSequence|Allow the escape sequence to happen at the proper phase of the finale.}}
{{I|EnableEscapeSequence|Allow the escape sequence to happen at the proper phase of the finale.}}
{{IO|DisableEscapeSequence|Block the escape sequence from happening (until re-enabled). Infected will still spawn.}}
{{I|DisableEscapeSequence|Block the escape sequence from happening (until re-enabled). Infected will still spawn.}}
{{IO|AdvanceFinaleState|Advances through the DLC3 Finale states}}
{{I|AdvanceFinaleState|Advances through the DLC3 Finale states}}
{{IO|DLC3FinaleWon|Indicates the survivors have met the specific win conditions for the DLC3 finale. }}
{{I|DLC3FinaleWon|Indicates the survivors have met the specific win conditions for the DLC3 finale. }}
{{IO|DLC3FinaleLost|Indicates the survivors have failed the specific conditions for the DLC3 finale. }}
{{I|DLC3FinaleLost|Indicates the survivors have failed the specific conditions for the DLC3 finale. }}
{{IO|DLC3FinaleEnableChaseTanks|Turns on the chase tanks for the escape sequence}}
{{I|DLC3FinaleEnableChaseTanks|Turns on the chase tanks for the escape sequence}}
{{IO|DLC3SacrificePlayerBeginsRun|A player has committed to the sacrifice run. {{activator|player}}}}
{{I|DLC3SacrificePlayerBeginsRun|A player has committed to the sacrifice run. {{activator|player}}}}
{{I Targetname}}
{{I Targetname}}
{{I EnableDisable}}
{{I EnableDisable}}


== Outputs ==
== Outputs ==
{{IO|FinaleEscapeStarted|Fired when the survivors should start their escape.}}
{{O|FinaleEscapeStarted|Fired when the survivors should start their escape.}}
{{IO|FinaleStart|Fired when the finale starts.}}
{{O|FinaleStart|Fired when the finale starts.}}
{{IO|FinalePause|Fired during the pause between each finale wave.}}
{{O|FinalePause|Fired during the pause between each finale wave.}}
{{IO|EscapeVehicleLeaving|Fired when the escape vehicle starts to leave.}}
{{O|EscapeVehicleLeaving|Fired when the escape vehicle starts to leave.}}
{{IO|OnDLC3FinaleLull|Fired when there is a break while waiting for the next generator to be started}}
{{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

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trigger_finale_dlc3 is a point entity available in Left 4 Dead 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 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.
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