team_train_watcher

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Contents

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>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

  • OnTrainStartRecede
  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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