team_train_watcher
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Entity description
This entity is what shows the HUD for Payload maps.
Availability
This point entity is exclusive to Team Fortress 2.
Keyvalues
-
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
-
EnableDisable:
- Start Disabled
<bool> - Stay dormant until activated (probably with the Enable input).
- goal_node
- <target_destination> Name of the last path_track on the train's path.
- hud_min_speed_level_1
- <integer>
- hud_min_speed_level_2
- <integer>
- hud_min_speed_level_3
- <integer>
- linked_cp_1
- <target> Name of the first team_control_point. This will put the circle on the HUD representing which team controls the point.
- linked_cp_2
- <target> Name of the second team_control_point.
- linked_cp_3
- <target> Name of the third team_control_point.
- linked_pathtrack_1
- <target> Name of the path_track located at the first control point. This will tell the HUD where to put said circle onto the "track"
- linked_pathtrack_2
- <target> Name of the path_track located at the second control point.
- linked_pathtrack_3
- <target> Name of the path_track located at the third control point.
- start_node
- <target> Name of the path_track the train starts at.
- train
- <target> Name of the func_tracktrain entity.
Inputs
- SetNumTrainCappers
- <integer> Basically sets how many people are standing next to the train.
EnableDisable:
-
Enable -
Disable - Enable/disable this entity from performing its task. It might also disappear from view.
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Outputs
- OnTrainStartRecede
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
