Zh/Trigger finale
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Template:L4d series point 此实体 triggers the end of the current campaign session. Its location is crucial in determining the end of the escape route, also known as the flow of the single-map campaign or finale map in a multi-map campaign. 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
.
It has a duplicate entity with a different name, which is thefinale_trigger
entity.
Keyvalues
- World model (model) <模型文件路径 >
- Disable Shadows (disableshadows) <布尔值 >
- Used to disable dynamic shadows on this entity.
- First Use Delay (FirstUseDelay) <浮点型 >
- For two-part finale starts, delays this many seconds before allowing another +use.
- Use Delay (UseDelay) <浮点型 >
- Starts the finale this many seconds after a +use.
- Finale Type (type) <choices> (存在于自
以来)
- Specifies which style of finale to trigger
- 0 : Standard
- 1 : Gauntlet
- 2 : Custom
- 4 : Scavenge
- Script File (ScriptFile) <字符串 > (存在于自
以来)
- Name a script as [mapname]_finale.nut instead. Example:
c10m4_houseboat_finale.nut
- Versus Travel (VersusTravelCompletion) <浮点型 > (存在于自
以来)
- How much of the versus score is attained through travel to the finale ( not valid in gauntlet finale )
- Is Sacrifice Finale (IsSacrificeFinale) <布尔值 > (存在于自
以来)
- If true, one survivor has to be available to perform some action outside the escape vehicle.
- Name (目标名称) <target_source>[ Edit ]
- 这个名称是其他实体通过 输入/输出 或其他 关键值 (如
parentname
或target
) 来引用该实体时使用的标识符。
该名称也会显示在 Hammer 编辑器的 2D 视图和 实体报告 中。参见: 所有实体均可使用的 通用键值、输入与输出
- 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) <布尔值 >
- 保持休眠状态,直到被唤醒。(利用
Enable
输入)。
Inputs
- FinaleEscapeFinished
- Gives the survivors a victory, starts playing the credits music and consolidates the campaign stats.
- 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.
- DisableEscapeSequence
- Block the escape sequence from happening (until re-enabled). Infected will still spawn.(
only)
- GauntletStopPanic (存在于自
以来)
- 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.
- SacrificePlayerBeginsRun (存在于自
以来)
- 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.
- 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.