trigger_standoff

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Revision as of 08:47, 5 December 2023 by Strubium (talk | contribs) ({{this is a}})
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Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
It has since been deprecated by: trigger_finale.
Info-red.png
This entity is not in the game by default, but got left over in the FGD.
This feature is not available anymore.

trigger_standoff is a point available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. Intended use of this entity is unknown, but based on leftover keyvalues and I/O, this entity seems to be a mix offunc_button_timedandtrigger_finale entities's functionality.

Keyvalues

World model ([todo internal name (i)]) <model path>
Disable Shadows ([todo internal name (i)]) <boolean>
Used to disable dynamic shadows on this entity.
Use Duration ([todo internal name (i)]) <float>
Seconds a survivor must +use the trigger to start the finale (0 is instantaneous).
Use Delay ([todo internal name (i)]) <float>
Starts the finale this many seconds after a +use.


Flags

  • 512 : Diable +use

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.


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.
UseStart
Fired when a duration-based +use starts.
UseCancel
Fired when a duration-based +use is stopped early.
FinaleStart
Fired when the finale starts.
FinalePause
Fired during the pause between each finale wave.
EscapeVehicleLeaving
Fired when the escape vehicle starts to leave.