trigger_finale

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Revision as of 07:53, 16 July 2010 by ThaiGrocer (talk | contribs) (Added more stuff! with some additional annotations.)
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Entity Description

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.

Keyvalues

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.
  • Origin:
Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
  • FirstUseDelay
FirstUseDelay <float> For two-part finale starts, delays this many seconds before allowing another +use.
  • UseDelay
UseDelay <float> Starts the finale this many seconds after a +use.
  • UseDuration
<int>
  • Left 4 Dead 2 Finale Type
type <choices> Specifies which style of finale to trigger
  • Left 4 Dead 2 Script File
ScriptFile <string>. A Template:L4D2 Vscripts. It has been observed that this does not need to be registered for finales, such as Scavenge finales. What is needed is a per-map vscript named with the actual map name prefix. In other words, <map name>.bsp will have a vscript named <map name>_finale.nut or <map name>_finale.nuc.
  • Versus Travel
VersusTravelCompletion <float> How much of the versus score is attained through travel to the finale ( not valid in gauntlet finale )


Inputs

  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • FinaleEscapeFinished
Give the survivors a victory.
  • FinaleEscapeForceSurvivorPositions
Make the survivors stand still on the escape vehicle. This is typically used to force survivors to a position that is consider a safe area where infected cannot reach them.
  • FinaleEscapeVehicleReadyForSurvivors
Make survivors say something about how the vehicle has stopped now. This unlocks the nav area marked with nav attribute RESCUE_VEHICLE and indicates to bots that they are now able to run to that nav area.
  • ForceFinaleStart
Start the finale now/immediately. This is used to bypass conventional player control of the finale trigger, where the player manually presses trigger_finale like a button once or twice, depending on how it is set up.
  • GauntletStopPanic
Move the gauntlet finale state out of continuous panic mode. This is also is one factor needed to allow AI director to spawn a tank in Gauntlet mode.


Outputs

  • FinaleEscapeStarted
Fired when the survivors should start their escape. Fired at the beginning of the final escape sequence, a few seconds before the music starts.
  • 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. For two-part trigger-finale usages, fired the first time a Survivor uses it.
  • UseStart
Fired when a Survivor uses it, before the use-delay.
  • FinaleStart
Fired when the finale starts. Fired at the beginning of a finale, after the optional use-delay.
  • FinalePause
Fired during the pause between each finale wave. Fired every time there is a pause in the Finale. Each pause lasts 5 seconds and happens before and after each tank spawn, and in the middle of a horde spawn. Therefore, there are 6 pauses during each finale. Finale waves can be customized with vscripts and requires Custom finale mode selected in the trigger_finale properties.
  • EscapeVehicleLeaving
Fired when the escape vehicle starts to leave.

See also

External links