Tf logic arena: Difference between revisions
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{{ | {{CD|CArenaLogic|file1=1}} | ||
{{ | {{this is a|logical entity|game=Team Fortress 2|name=tf_logic_arena}} | ||
== Entity description == | == Entity description == | ||
This entity is how [[TF2/Making an Arena_map|arena mode]] is activated. Among the things it causes: | |||
This entity is how [[TF2/ | |||
* No respawn or class changing during round | * No respawn or class changing during round | ||
* Instant spawn before round | * Instant spawn before round | ||
* First blood crit buff | * First blood crit buff | ||
* Announcement of first blood ("First blood! That was fast!") and control point voiceover ("5. 4. 3. 2. 1. Control point unlocked. Get going!") | ** Announcement of first blood ("First blood! That was fast!") and control point voiceover ("5. 4. 3. 2. 1. Control point unlocked. Get going!") | ||
* Thing on HUD that counts down from 5 in the place on top of the place control point sign usually is. | * Thing on HUD that counts down from 5 in the place on top of the place control point sign usually is. | ||
* Thing on HUD that shows the number of people left on each side instead of timer | * Thing on HUD that shows the number of people left on each side instead of timer | ||
* Letting dead players spectate either side. | * Letting dead players spectate either side. | ||
* Instead of choosing | * Instead of choosing a team, players simply have "Fight!"/Auto-Assign. | ||
* Requires exact team balance | * Requires exact team balance | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Control Point Delay|intn=CapEnableDelay|float|Time (in seconds) before the control point unlocks.}} | |||
== Outputs == | == Outputs == | ||
{{O|OnArenaRoundStart|ac-is-this=1|Sent when round begins.}} | |||
{{O|OnCapEnabled|ac-is-this=1|Sent when control point unlocks.}} | |||
Latest revision as of 15:36, 5 June 2025
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CArenaLogic |
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tf_logic_arena
is a logical entity available in Team Fortress 2.
Entity description
This entity is how arena mode is activated. Among the things it causes:
- No respawn or class changing during round
- Instant spawn before round
- First blood crit buff
- Announcement of first blood ("First blood! That was fast!") and control point voiceover ("5. 4. 3. 2. 1. Control point unlocked. Get going!")
- Thing on HUD that counts down from 5 in the place on top of the place control point sign usually is.
- Thing on HUD that shows the number of people left on each side instead of timer
- Letting dead players spectate either side.
- Instead of choosing a team, players simply have "Fight!"/Auto-Assign.
- Requires exact team balance
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Control Point Delay (CapEnableDelay) <float>
- Time (in seconds) before the control point unlocks.
Outputs
- OnArenaRoundStart
- !activator = !caller = this entity
Sent when round begins.
- OnCapEnabled
- !activator = !caller = this entity
Sent when control point unlocks.