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Tf logic koth: Difference between revisions

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{{tf2 point|tf_logic_koth}}
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==Entity description==
{{this is a|point entity|name=tf_logic_koth|game=Team Fortress 2}}
Activates King of the Hill mode.


This entity displays a red timer and a blue timer in the HUD.


It creates two entities named '''zz_red_koth_timer''' and '''zz_blue_koth_timer''' which have inputs like pause,resume,etc


{{TODO}} create a stub and elaborate on these '''zz_*_koth_timer''' entites and their I/O systems
== Entity description ==
Activates [[Team Fortress 2/King of the Hill|King of the Hill]] mode.


Another way to activate the timers is using the input '''setredkothclockactive''' or '''setbluekothclockactive''' from [[tf_gamerules]].
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}}
{{IO|SetRedTimer}}
{{I|SetRedTimer}}
{{IO|SetBlueTimer}}
{{I|SetBlueTimer}}
{{IO|AddRedTimer}}
{{I|AddRedTimer}}
{{IO|AddBlueTimer}}
{{I|AddBlueTimer}}
==Outputs==
 
== Outputs ==
{{O Targetname}}
{{O Targetname}}

Latest revision as of 23:04, 20 April 2025

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tf_logic_koth is a point entity available in Team Fortress 2 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.

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

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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.pngNote: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

Outputs