trigger_standoff
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This entity is obsolete.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.
It has since been deprecated by: trigger_finale.

This entity is not in the game by default, but got left over in the FGD.
This feature is not available anymore.
This feature is not available anymore.
trigger_standoff
is a point entity available in 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).
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.