Tf logic koth: Difference between revisions
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== | {{this is a|point entity|name=tf_logic_koth|game=Team Fortress 2}} | ||
== Entity description == | |||
Activates [[Team Fortress 2/King of the Hill|King of the Hill]] mode. | |||
This entity displays a red timer and a blue timer in the [[HUD]]. | |||
==Keyvalues== | Another way to activate the timers is using the input {{Code|SetRedKothClockActive}} or {{Code|SetBlueKothClockActive}} from {{Ent|tf_gamerules}}. | ||
== zz_red/blue_koth_timer Entities == | |||
The '''{{Code|preset=1|zz_red_koth_timer}}''' and '''{{Code|preset=1|zz_blue_koth_timer}}''' entities are two {{Ent|team_round_timer}} entities created by the {{Ent|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 {{Ent|team_round_timer|alt = team_round_timers}}, although they have a few changes internally to work on [[Team Fortress 2/King of the Hill|KOTH]] maps. | |||
Having any [[I/O]] with these entities will work, though {{Hammer|1}} will say that the [[I/O]] is broken. | |||
[[File:Logic relay pausing red koth timer.png|thumb|An example of a {{Ent|logic_relay}} pausing the red timer on a [[Team Fortress 2/King of the Hill|KOTH]] map.]] | |||
{{Note|Naming a {{Ent|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 {{Ent|logic_relay}} pause the red round timer would look like this in the [[I/O]] panel. | |||
<p style="margin:1.3em 0"><code> {{Code|OnTrigger}} -> {{Code|zz_red_koth_timer}} -> {{Code|Pause}} </code></p> | |||
So whenever that {{Ent|logic_relay}} is triggered, it will pause red's timer. | |||
This will '''ONLY''' effect red's timer. Blue's will remain unaffected. | |||
[[File:Logic relay using AddOutput on blue koth timer.png|thumb|A {{Ent|logic_relay}} using AddOutput on {{Code|preset=1|zz_blue_koth_timer}} to display a {{Ent|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 {{Code|[[AddOutput]]}} in-editor with the timers. | |||
'''For example''': | |||
A {{Ent|logic_relay}} when triggered adds the output {{Code|On1SecRemain}} on the {{Code|preset=1|zz_blue_koth_timer}} entity that displays a message from a {{Ent|game_text}} entity. | |||
<p style="margin:1.3em 0"><code> {{Code|OnTrigger}} -> {{Code|zz_blue_koth_timer}} -> {{Code|AddOutput}} -> {{Code|On1SecRemain game_message:Display::0:1}} </code></p> | |||
This will make it so whenever our first {{Ent|logic_relay}} is triggered, a message will be displayed on screen when {{Code|preset=1|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 == | |||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV|Timer Length|integer|Total duration (in seconds) either team must hold the point to win.}} | {{KV|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).}} | ||
{{KV|Control Point Delay|integer|Time (in seconds) before the control point unlocks.}} | {{KV|Control Point Delay|integer|Time (in seconds) before the control point unlocks.}} | ||
==Inputs== | == Inputs == | ||
{{I Targetname}} | {{I Targetname}} | ||
{{ | {{I|SetRedTimer}} | ||
{{ | {{I|SetBlueTimer}} | ||
{{ | {{I|AddRedTimer}} | ||
{{ | {{I|AddBlueTimer}} | ||
==Outputs== | |||
== Outputs == | |||
{{O Targetname}} | {{O Targetname}} |
Latest revision as of 23:04, 20 April 2025


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

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
- 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
- Timer Length ([todo internal name (i)]) <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 ([todo internal name (i)]) <integer>
- Time (in seconds) before the control point unlocks.
Inputs
- SetRedTimer
- SetBlueTimer
- AddRedTimer
- AddBlueTimer