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tf_logic_koth

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tf_logic_koth is a point entity available in Team Fortress 2 Team Fortress 2.

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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.

An example of a logic_relay pausing the red timer on a KOTH map.
Note.pngNote:Naming a 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.

A logic_relay using AddOutput on zz_blue_koth_timer to display a game_text whenever there is 1 second remaining on blue's timer.


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.pngNote: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 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) (also in Team Fortress 2)
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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !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.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.
SetRedTimer
SetBlueTimer
AddRedTimer
AddBlueTimer

Outputs


Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.