trigger_finale
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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
ortarget
).
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>
- type <choices> Specifies which style of finale to trigger
- 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.