trigger_finale

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<Left 4 Dead><Left 4 Dead 2> trigger_finale is a point entity available in the Left 4 Dead series. 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.

Keyvalues

World model <model path>
Disable Shadows <boolean>
Used to disable dynamic shadows on this entity.
First Use Delay <float>
For two-part finale starts, delays this many seconds before allowing another +use.
Use Delay <float>
Starts the finale this many seconds after a +use.
Finale Type <choices> (in all games since <Left 4 Dead 2>)
Specifies which style of finale to trigger
  • 0 : Standard
  • 1 : Gauntlet
  • 2 : Custom
  • 4 : Scavenge
Script File <string> (in all games since <Left 4 Dead 2>)
Versus Travel <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 )
Is Sacrifice Finale <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.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
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.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).

Inputs

FinaleEscapeFinished
Give the survivors a victory.
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.
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
Allow the escape sequence to happen at the proper phase of the finale. (<Left 4 Dead> only)
DisableEscapeSequence
Block the escape sequence from happening (until re-enabled). Infected will still spawn.(<Left 4 Dead> only)
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.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

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.

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

See also