Tf logic arena: Difference between revisions

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(Curiously, the Arena menu's "Fight!" door fires "jointeam spectate" instead of "jointeam auto", thought I'd mention it.)
(-added class hierarchy, intn, activator/caller, logical)
 
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{{this is a|point entity|game=Team Fortress 2|name=tf_logic_arena}}
{{CD|CArenaLogic|file1=1}}
{{this is a|logical entity|game=Team Fortress 2|name=tf_logic_arena}}


== Entity description ==
== Entity description ==
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== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
{{KV|Control Point Delay (CapEnableDelay)|integer|Time (in seconds) before the control point unlocks.}}
{{KV|Control Point Delay|intn=CapEnableDelay|float|Time (in seconds) before the control point unlocks.}}


== Outputs ==
== Outputs ==
{{O|OnArenaRoundStart|Sent when round begins.}}
{{O|OnArenaRoundStart|ac-is-this=1|Sent when round begins.}}
{{O|OnCapEnabled|Sent when control point unlocks.}}
{{O|OnCapEnabled|ac-is-this=1|Sent when control point unlocks.}}

Latest revision as of 15:36, 5 June 2025

C++ Class hierarchy
CArenaLogic
CPointEntity
CBaseEntity
C++ tf_gamerules.cpp

tf_logic_arena is a logical entity available in Team Fortress 2 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 or target).
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.