trigger_finale_dlc3
trigger_finale_dlc3
is a point entity available in Left 4 Dead. It is a controller for the special DLC3 finale.
Keyvalues
- World model
([todo internal name (i)])
<model path> - Disable Shadows
([todo internal name (i)])
<boolean> - Used to disable dynamic shadows on this entity.
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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)
<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.
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
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.
EnableEscapeSequence
- Allow the escape sequence to happen at the proper phase of the finale.
DisableEscapeSequence
- Block the escape sequence from happening (until re-enabled). Infected will still spawn.
AdvanceFinaleState
- Advances through the DLC3 Finale states
DLC3FinaleWon
- Indicates the survivors have met the specific win conditions for the DLC3 finale.
DLC3FinaleLost
- Indicates the survivors have failed the specific conditions for the DLC3 finale.
DLC3FinaleEnableChaseTanks
- Turns on the chase tanks for the escape sequence
DLC3SacrificePlayerBeginsRun
- A player has committed to the sacrifice run. (
!activator
is the player)
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.
FinaleStart
- Fired when the finale starts.
FinalePause
- Fired during the pause between each finale wave.
EscapeVehicleLeaving
- Fired when the escape vehicle starts to leave.
OnDLC3FinaleLull
- Fired when there is a break while waiting for the next generator to be started