trigger_standoff
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
It has since been replaced by trigger_finale.
It has since been replaced by trigger_finale.
This entity is not in the game by default, but got left over in the FGD.
This feature is not available anymore.
This feature is not available anymore.
trigger_standoff
is a point entity available in Left 4 Dead series. Intended use of this entity is unknown, but based on leftover keyvalues and I/O, this entity seems to be a mix offunc_button_timed
andtrigger_finale
entities's functionality.
Contents
Keyvalues
- World model <model path>
- Disable Shadows <boolean>
- Used to disable dynamic shadows on this entity.
- Use Duration <float>
- Seconds a survivor must +use the trigger to start the finale (0 is instantaneous).
- Use Delay <float>
- Starts the finale this many seconds after a +use.
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(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.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
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.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
RunScriptFile
<script> (in all games since )- 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 )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
- Fix: Remove the string argument manually with a text editor.
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.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.