Finale Events Part 3

From Valve Developer Community
< Ru
Jump to navigation Jump to search
English (en)Русский (ru)中文 (zh)Translate (Translate)
Info content.png
This page needs to be translated.
This page either contains information that is only partially or incorrectly translated, or there isn't a translation yet.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article tries to comply with the alternate languages guide.

The Outro is when the survivors escape the finale. Typically, the camera switches from first person to somewhere to watch the vehicle move out of the area.

Let's start by placing the camera.

Go to the Entity Tool and select "point_viewcontrol_multiplayer" from the Objects list.

Position the camera so that it's where you want to show the escape from.

Open up its properties.

Change the Name to "train_camera".

You can also change the Field of view field. The Field of view will be tighter with a smaller number and wider with a larger number.

Change the Seconds to reach FOV target to 0. This is the time it takes to transition from the normal FOV (which is 90) to the new one.

The point_viewcontrol_multiplayer properties.
The env_fade properties for the first fade.

Go back to the Entity Tool and select "env_fade" from the Objects list.

Open up its properties and change:

  • Name: "fade_outro_1"
  • Duration (seconds): "0.2"
    This is the time it will take the screen to fade.
  • Hold Fade (seconds): "0.3"
    This is the time it keeps the fade.
The env_fade properties for the second fade.

Place a second env_fade (or you can duplicate fade_outro_1) and change its properties:

  • Name: "fade_outro_2".
  • Duration: "0.2"
The Flags tab for the second fade.

Switch to the Flags tab.

Check the Fade From box.

This will fade the screen back the game from black.

The Outputs tab for the first fade.

Go back to the fade_outro_1 env_fade and switch to the Outputs tab.

Add an output with the following:

  • My output named: "OnBeginFade"
  • Targets entities named: "fade_outro_2"
  • Via this input: "Fade"
  • After a delay in seconds of: "0.30"

This will start to fade the scene back from black 0.3 seconds after "fade_outro_1" starts to fade. These two env_fade entities just fade to black and fade back very quickly.

The Outputs tab for the train_continue_relay.

Go back to the "train_continue_relay". Open it and switch to the Outputs tab.

Add an output with the following:

  • My output named: "OnTrigger"
  • Targets entities named: "train_camera"
  • Via this input: "Enable"
  • After a delay in seconds of: "0.30"

This will change the players' views to the "train_camera" view.

Add another output with the following:

  • My output named: "OnTrigger"
  • Targets entities named: "fade_outro_1"
  • Via this input: "Fade"

This will start the env_fade to black just before the outro camera starts so that the switch won't be jarring.

Now, we need to add a fade to black when the train is leaving.

The env_fade properties for the third fade.

Place another env_fade (or duplicate "fade_outro_1") and open up its properties.

Change:

  • Name: "fade_outro_3".
  • Duration (seconds): "0.3"
The Flags tab for the third fade.

Switch to the Flags tab.

Check the Stay Out box.

This means that it will stay black once it fades to it.

Once the screen fades, it kind of ruins the effect to still see instructor messages. Let's place an info_game_event_proxy to disable the instructor messages.

The info_game_event_proxy properties to cancel all game instructor messages.

Go to the Entity Tool and select "info_game_event_proxy" from the Objects list.

Place it in the Camera viewport and open up its properties.

Change:

  • Name: "gameinstructor_disable".
  • Name of the event to generate: "gameinstructor_nodraw".

This is a string that's already set to not draw any instructor messages.

The env_outtro_stats properties.

There's also an entity we can place called "env_outtro_stats to display the end credits where the stats are shown for the campaign.

Go to the Entity Tool and select "env_outtro_stats" from the Objects list.

Place it in the Camera viewport and open up its properties.

Change the Name to "outro".

The Outputs tab for the train_end_relay.

Go back to the "train_end_relay" and open its properties.

Switch to the Outputs tab.

Add the following outputs:

  • My output named: "OnTrigger"
    • Targets entities named: "gameinstructor_disable"
    • Via this input: "GenerateGameEvent"
  • My output named: "OnTrigger"
    • Targets entities named: "fade_outro_3"
    • Via this input: "Fade"
    • After a delay in seconds of: "5"
  • My output named: "OnTrigger"
    • Targets entities named: "outro"
    • Via this input: "RollStatsCrawl"
    • After a delay in seconds of: "10"

Click on Apply and close the properties window.

Save and compile with F9 to test your outro.

The Survivors have escaped!

← [[ru/
L4D Level Design/Финал: часть 2|:L4D Level Design/Финал: часть 2]](en)