Trigger standoff

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Template:L4d series point Standoff Trigger. [Clarify]

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.
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.

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.