CFinaleTrigger
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Code classes:
CFinaleTrigger
CBreakableProp
CBaseProp
(props)CBaseAnimating
(models)CBaseEntity
(all ents)
CFinaleTrigger
is a code class in linked up to three classnames.
Classnames:
trigger_finale
- A prop at the end of most L4D campaigns that causes the finale to begin. It is not required to use this entity for a finale to happen.finale_trigger
(Not in FGD) - Unused, worthless entity.trigger_finale_dlc3
(only available in ) - Another entity from the same class that appears to operate slightly differently. This entity was used in the finale for The Sacrifice (referred to as DLC3). Functionally identical totrigger_finale
with Is Sacrifice Finale set to Yes.
Keyvalues[edit | edit source]
- World model
(model)
<studio>
- Prop to appear as.
- First Use Delay
(FirstUseDelay)
<float>
- For two-part finale starts, delays this many seconds before allowing another +use input.
- Use Delay
(UseDelay)
<float>
- Starts the finale this many seconds after a +use input.
- Finale Type
(type)
<choices>
- Specifies which style of finale to trigger.
- 0: Standard (standoff)
- 1: Gauntlet
- 2: Custom
- 3: To do: Unknown (Not in FGD)
- 4: Scavenge
- Script File
(scriptfile)
<string>
(only available in ) - To do: Description.
- Versus Travel
(VersusTravelCompletion)
<float>
(only available in ) - How much of the versus score is attained through travel to the finale (not valid in gauntlet finale).
- Is Sacrifice Finale
(IsSacrificeFinale)
<boolean>
(only available in ) - If true, one survivor has to be available to perform some action outside the escape vehicle.
- Start Disabled
(StartDisabled)
<boolean>
- Stay inactive until Enabled.
Inputs[edit | edit source]
- FinaleEscapeStarted (Not in FGD)
- Forces the FinaleEscapeStarted output to fire.
- FinaleEscapeVehicleReadyForSurvivors
- Unlocks the escape vehicle navigation mesh areas (
RESCUE_VEHICLE
), and makes survivors speak out that the vehicle has arrived. - 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. - FinaleEscapeFinished
- Gives the survivors a victory.
- FinalePause (Not in FGD)
- Forces the FinalePause output to fire.
- FinaleLost (Not in FGD)
- Forces the FinaleLost output to fire.
- FinaleWon (Not in FGD)
- Forces the FinaleWon output to fire.
- ForceFinaleStart
- Makes the finale start.
- EnableEscapeSequence (only available in )
- Lets the escape sequence happen at the proper time during the finale.
- DisableEscapeSequence (only available in )
- Blocks the escape sequence from happening (until re-enabled). Infected will still spawn.
- AdvanceFinaleState
- Increments the finale stage.
- DLC3FinaleWon (only available in )
- Indicates the survivors have met the specific win conditions for the DLC3 finale.
- DLC3FinaleLost (only available in )
- Indicates the survivors have failed the specific conditions for the DLC3 finale.
- DLC3FinaleEnableChaseTanks (only available in )
- "Turns on the chase tanks for the escape sequence." Sent by the
func_button_timed
above the bridge in The Sacrifice. DLC3FinaleLull (Not in FGD)(only available in )- No effect.
- DLC3SacrificePlayerBeginsRun (only available in )
- Confirm: Notifies this entity that the
!activator
player has committed to the sacrifice run. ForceTankSpawn (Not in FGD)(only available in )- No effect.
- GauntletStopPanic (only available in )
- Moves the gauntlet finale state out of the initial continuous panic mode. Advances to the tank stage the first time it is sent, and the escape sequence the second time.
- SacrificeEscapeFailed (only available in )
- Indicates the survivors failed the escape requirements.
- SacrificeEscapeSucceeded (only available in )
- Indicates the survivors met the escape requirements.
- SacrificePlayerBeginsRun (only available in )
- Confirm: Notifies this entity that the
!activator
player has committed to the sacrifice run.
- Enable
- Makes the entity active.
- Disable
- Makes the entity inactive.
Outputs[edit | edit source]
- FinaleEscapeStarted
- Fires when the survivors should start their escape (door opening, bridge lowering etc). Clarify: How is that determined?
- FinaleWon
- Fires when the survivors win the finale.
- FinaleLost
- Fires when the survivors lose the finale.
- FirstUseStart
- Fires when the entity is used for the first time only.
- UseStart
- Fires when a player uses the entity to start the finale.
- FinaleStart
- Fires when the finale starts.
- FinalePause
- Fires during the pause between each finale wave.
- EscapeVehicleLeaving
- Fires when the escape vehicle starts to leave. Clarify: How does the game know when that occurs?
- OnDLC3FinaleLull (only available in )
- Fires when there is a break while waiting for the next generator to be started.[Clarify]