Left 4 Dead 2

Left 4 Dead 2

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jim´s 3. feb 2013 kl. 8:46
Scavenge Finale?
Hello all,

i am about to finish up my Campaign but have some trubble getting the Scavenge Finale to work properly.

i have been following this guide:
and it is working for the most part.
(i.e. the finale starts, the cans start glowing, the player calls out how many cans to go while pouring, waves of hordes and special infected spawn properly, the last can does shut off the scavenge items and openes the pass to the rescue vehicle, and the vehicle triggers the viewcontrol camera properly.)

So far so good, however there are four elements that i just dont get to work.
im pretty sure its a script problem which is an aspect i do not have experience with yet.
i was hoping that someone here has already set up a Scavenge Finale and would be so nice to help me with the final seps?

The problems are:

-i have not figured out how to randomly spawn the right ammount of gascans when the Campaign is played in versus mode instead of coop.

-̶E̶n̶a̶b̶e̶l̶i̶n̶g̶ ̶t̶h̶e̶ ̶t̶r̶i̶g̶g̶e̶r̶_̶f̶i̶n̶a̶l̶e̶ ̶f̶r̶o̶m̶ ̶a̶ ̶d̶i̶s̶t̶a̶n̶c̶e̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶F̶o̶r̶c̶e̶F̶i̶n̶a̶l̶e̶S̶t̶a̶r̶t̶ ̶i̶n̶p̶u̶t̶ ̶d̶o̶e̶s̶ ̶n̶o̶t̶ ̶w̶o̶r̶k̶.̶
i̶ ̶h̶a̶v̶e̶ ̶t̶o̶ ̶w̶a̶l̶k̶ ̶u̶o̶ ̶t̶o̶ ̶t̶h̶e̶ ̶g̶e̶n̶e̶r̶a̶t̶o̶r̶ ̶a̶n̶d̶ ̶u̶s̶e̶ ̶i̶t̶ ̶m̶a̶n̶u̶a̶l̶l̶y̶ ̶t̶w̶i̶c̶e̶,̶ ̶t̶o̶ ̶s̶t̶a̶r̶t̶ ̶t̶h̶e̶ ̶f̶i̶n̶a̶l̶e̶.̶

-̶T̶h̶e̶ ̶S̶c̶a̶v̶e̶n̶g̶e̶ ̶F̶i̶n̶a̶l̶e̶ ̶U̶I̶ ̶e̶l̶e̶m̶e̶n̶t̶s̶ ̶f̶o̶r̶ ̶t̶h̶e̶ ̶p̶o̶u̶r̶e̶d̶ ̶c̶a̶n̶ ̶c̶o̶u̶n̶t̶ ̶d̶o̶e̶s̶ ̶n̶o̶t̶ ̶s̶h̶o̶w̶ ̶u̶p̶,̶ ̶e̶v̶e̶n̶ ̶t̶h̶o̶u̶g̶h̶ ̶t̶h̶e̶ ̶l̶o̶g̶i̶c̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶w̶o̶r̶k̶ ̶i̶n̶ ̶t̶h̶e̶ ̶b̶a̶c̶k̶g̶r̶o̶u̶n̶d̶.̶

-̶T̶a̶n̶k̶s̶ ̶d̶o̶ ̶n̶o̶t̶ ̶s̶p̶a̶w̶n̶ ̶d̶u̶r̶i̶n̶g̶ ̶t̶h̶e̶ ̶f̶i̶n̶a̶l̶e̶.̶T̶h̶e̶y̶ ̶a̶l̶s̶o̶ ̶d̶o̶ ̶n̶o̶t̶ ̶s̶p̶a̶w̶n̶ ̶w̶h̶e̶n̶ ̶t̶h̶e̶ ̶r̶e̶s̶c̶u̶e̶ ̶v̶e̶h̶i̶c̶l̶e̶ ̶o̶p̶e̶n̶e̶s̶ ̶u̶p̶.̶

If someone would point me in the right direction i would sure appreciate it a lot.

Thank you very much,

Sidst redigeret af jim´s; 6. feb 2013 kl. 15:36
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Rectus 3. feb 2013 kl. 11:26 
I haven't actualy made any scavenge finales yet, so I might be wrong on some things, but I'll try to help.

First, make sure your finale script is set up right, the file name set to yourmapname_finale.nut. If it doesn't run, a lot of the features won't work. The script fires a few outputs to the map entities with the EntFire function, so make sure the entity names match with the ones in the map.

ForceFinaleStart seems to only work if all the survivors are in the FINALE area of the nav mesh. You might want to check that there aren't any prolems there with nav_trouble_report_invalid.

Tanks are spawned by advancing the finale stage in the script, it is triggered by picking up or pouring a certain number of cans. It not working might be a sign of the script not loading.

In the original, the script c1m4_atrium.nut is run at the start of the map. It fires the SetTotalItems output to the game_scavenge_progress_display entity to tell how many cans are needed. It might be required for the counter to show up. If you're fine with the numbers it gives, you can probably use the same script.
You might also need to fire TurnOn to the game_scavenge_progress_display.

I don't know how it selects how many gascans to spawn in different modes, so I can't help you there.

Sidst redigeret af Rectus; 3. feb 2013 kl. 11:29
jim´s 3. feb 2013 kl. 15:32 
Thank you ever so much for your reply! :D

-The trigger_finale now does start remotely.
Expanding the FINALE nav area so that it includes the ForceFinaleStart button did the trick indeed.
i did not think of that at all, thanks for pointing that out.

-Triggering the game_scavenge_progress_display by hand does work as well, though it shows the wrong number.
That might be due to the fact that i run the map from the console without specifying versus/coop mode.

i think i will skipp the attempt to write my own scripts, at least for the beta of my Campaign.
i now tried to reverse engineer the game-event items and scripts from the atrium map.
It aperes that you are right yet again about the scripts not running in my final.

Since in my setup, the math_counter "OnHitMax" (cans poured) set "FinaleEscapeVehicleReadyForSurvivors" for the trigger_finale and enabled the "escape_trigger" (rescue vehicle), which worked fine.

Now looking at the atrium map, there is a logic_relay called "relay_car_ready" that does these two things but does not have any inputs, instead appears to be called by the c1m4_atrium_finale.nut script.

That atrium setup does not enable the rescue vehicle in my map even though i have the output connections and names set properly.
So, that makes me think the script actually does not run and the relay_car_ready is never fired.

i must say again that i have no prior experience with scripts and have so far not found the item that calls this script in the atrium map.
i now very crudely created a output for the trigger_finale -On: FinaleStart, Target: Director, input: BeginScript, paremeter: c1m4_atrium_finale.
That probably is not the way to do it right there.

Anyway, thats where im at, i am sure going to pursue this further.
Thanky you again very much for your solicitousness, that sure been invigorating.

Sidst redigeret af jim´s; 3. feb 2013 kl. 16:01
Rectus 4. feb 2013 kl. 0:04 
The game is really picky about the what finale script it will run. For it to work, you'll need to have it in a file with the name of the finale map, with _finale added at the end. Just copy over the script contents from the wiki page into an empty text file, and make sure the file ending is .nut

You don't need to call the finale script with the director, just put the name in the script field in the trigger_finale.
jim´s 6. feb 2013 kl. 15:29 
Aaaaaalrighty, i actually got it working now, i love it XD
Tanks do spawn properly and the script sets the FinaleEscapeVehicleReadyForSurvivors.

Its quite a rag rug right now though, crudely patched with items from the Atrium map.
i am pretty sure some items actually do the same thing but i do not dare to touch this house of cards again haha.

Turns out you do have to call the c1m4_atrium.nut manually after all, the director in the Atrium map does have this input as well.

That guide over at
is actually quite misleading in many ways.

For instance, you dont need a logic_counter at all and if you have one it will conflict with the "NumCansNeeded" script input.

What still does not quite work is to randomly spawn the right ammount of cans.

i am still a week or two away from releasing a beta, i would like to leave this open in case someone who already made a Scavenge Finale would help me clean up the logic.

i really do appreciate your assistance to this point ever so much.
Posting here was not my first attempt to seek help and i have been pretty much in give up mode by then.

Thank you very much!
Sidst redigeret af jim´s; 6. feb 2013 kl. 15:42
ThaiGrocer 11. feb 2013 kl. 17:41 
The wiki isn't always accurate but I still learn from there the most. If you have the time to make it better in any way, please do!
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