Trigger finale

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Revision as of 06:14, 3 March 2023 by Ty (talk | contribs) (→‎Keyvalues)
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C++ Class hierarchy
CFinaleTrigger
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

Template:L4d series point The entity 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_triggerentity.

Keyvalues

World model (model) <model path>
Disable Shadows (disableshadows) <boolean>
Used to disable dynamic shadows on this entity.
First Use Delay (FirstUseDelay) <float>
For two-part finale starts, delays this many seconds before allowing another +use.
Use Delay (UseDelay) <float>
Starts the finale this many seconds after a +use.
Finale Type (type) <choices> (in all games since Left 4 Dead 2)
Specifies which style of finale to trigger:
  • 0 : Standard
  • 1 : Gauntlet
  • 2 : Custom
  • 3 : Broken. Starts the finale but stucks on PANIC stage and never spawns any infected at all. !FGD
  • 4 : Scavenge
Script File (ScriptFile) <string> (in all games since Left 4 Dead 2)
Takes precedence over the standard [mapname]_finale.nut script by running in the LocalScript scope.
Versus Travel (VersusTravelCompletion) <float> (in all games since Left 4 Dead 2)
How much of the versus score is attained through travel to the finale (not valid in gauntlet finale).
Warning.pngWarning:Doesn't work with standard finale type.
Is Sacrifice Finale (IsSacrificeFinale) <boolean> (in all games since Left 4 Dead 2)
If true, one survivor has to be available to perform some action outside the escape vehicle.
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

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

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.
EnableEscapeSequence  (only in Left 4 Dead)
Allow the escape sequence to happen at the proper phase of the finale.
DisableEscapeSequence  (only in Left 4 Dead)
Block the escape sequence from happening (until re-enabled). Infected will still spawn.
GauntletStopPanic  (in all games since Left 4 Dead 2)
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.
AdvanceFinaleState  (in all games since Left 4 Dead 2)
Increments the finale stage.
SacrificeEscapeFailed  (in all games since Left 4 Dead 2)
Indicates the survivors failed the escape requirements.
SacrificeEscapeSucceeded  (in all games since Left 4 Dead 2)
Indicates the survivors met the escape requirements.
SacrificePlayerBeginsRun  (in all games since Left 4 Dead 2)
A player has committed to the sacrifice run. (!activator is the player)
ForceTankSpawn  (in all games since Left 4 Dead 2)
Possibly only for Gauntlet style finale in-play.

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.

See also