Tf logic koth/en
Contents
Entity description
Activates King of the Hill mode.
This entity displays a red timer and a blue timer in the HUD.
Another way to activate the timers is using the input SetRedKothClockActive
or SetBlueKothClockActive
from tf_gamerules
.
zz_red/blue_koth_timer Entities
The zz_red_koth_timer
and zz_blue_koth_timer
entities are two team_round_timer
entities created by the tf_logic_koth
when the map is loaded that control each team's individual timer.
You can work with these timers in-editor, as they work fundamentally the same as regular team_round_timers
, although they have a few changes internally to work on KOTH maps.
Having any I/O with these entities will work, though Hammer will say that the I/O is broken.
team_round_timer
entity in Hammer and adding I/O inputs will not function or alter the timers in-game. The engine seems to ignore them if they are added in-editor and will still add the entities on map load.
Outputs into the timers
You can have outputs from other entities going into the timers.
For example:
Having a logic_relay
pause the red round timer would look like this in the I/O panel.
OnTrigger
-> zz_red_koth_timer
-> Pause
So whenever that logic_relay
is triggered, it will pause red's timer.
This will ONLY effect red's timer. Blue's will remain unaffected.
Outputs from the timers
You can also get outputs from the timers by using AddOutput
in-editor with the timers.
For example:
A logic_relay
when triggered adds the output On1SecRemain
on the zz_blue_koth_timer
entity that displays a message from a game_text
entity.
OnTrigger
-> zz_blue_koth_timer
-> AddOutput
-> On1SecRemain game_message:Display::0:1
This will make it so whenever our first logic_relay
is triggered, a message will be displayed on screen when zz_blue_koth_timer
reaches 1 second remaining.
This will ONLY happen with blue's timer. Nothing will happen if red's timer reaches 1 second remaining.
Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Timer Length
(???)
<integer> - Total duration (in seconds) either team must hold the point to win. Note:Most maps use 180 (3 minutes), but Ghost Fort uses 420 (7 minutes).
- Control Point Delay
(???)
<integer> - Time (in seconds) before the control point unlocks.
Inputs
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetRedTimer
SetBlueTimer
AddRedTimer
AddBlueTimer
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.