Team Fortress 2/King of the Hill: Difference between revisions
mNo edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
King | '''King of the Hill''' is a [[gamemode]] in [[Team Fortress 2]] that was initially a custom mode. As a custom mode, all parameters were encapsulated within the map itself, rather than any server plugin. It became official with the Classless update. | ||
King of the Hill or KOTH involves one team capturing a point and trying to keep it for themselves for a certain amount of time (officially 3 minutes). The other team can capture the point and start their timer. This capturing does not affect the other team's timer. The team thats timer reaches 0 first wins. | |||
==Creating a KOTH map== | |||
http://forums.tf2maps.net/showthread.php?t=8780 | ===Entities=== | ||
In order to transform a point into a KOTH point, the following entities are needed: | |||
*<code>[[logic_auto]]</code> | |||
*<code>[[trigger_capture_area]]</code> | |||
*<code>[[tf_logic_koth]]</code> | |||
The names have been noted to fit this tutorial. | |||
===Laying out a control point=== | |||
''Creating a Control Point is explained [[TF2/Creating a Capture Point|here]]'' | |||
===Names in this tutorial=== | |||
Remember to name your entities, otherwise they cannot interact with each other and their names will <font color="red">appear in red</font> when typed in. In this tutorial, we will assume that your entities will have the same names as the entity names, as no multiples of the same entity are needed for KOTH. | |||
===Transformation into KOTH=== | |||
After you have your regular Capture Point setup laid out, you will have to open up the properties of your <code>trigger_capture_area</code>. | |||
{| border=1 cellpadding="2" cellspacing="1" | |||
|- align=left style="background:#DCDCDC; color:black" | |||
! !! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnCapTeam1 || tf_gamerules || SetRedKothClockActive || || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnCapTeam2 || tf_gamerules || SetBlueKothClockActive || || 0.00 || No | |||
|} | |||
These inputs are needed because KOTH as a game rules entity doesn't have a built-in clock activation system. You can obviously set the respawn times (via the target inputs <code>SetBlueTeamRespawnWaveTime</code> and <code>SetRedTeamRespawnWaveTime</code>) as well through inputs, but these are the very basics of KOTH. | |||
Now, open <code>tf_logic_koth</code>. As of now, it already includes the most basic of KOTH parameters - targetname, timer length and unlocking time. These are set to their defaults - timer length is 3 minutes (180 seconds) and unlock time is 30 seconds from round start. | |||
Now, open <code>tf_logic_auto</code> and insert these inputs: | |||
{| border=1 cellpadding="2" cellspacing="1" | |||
|- align=left style="background:#DCDCDC; color:black" | |||
! !!My Output > !! Target Entity !! Target Input !! Parameter !! Delay | |||
|- | |||
|[[Image:Io11.png]]||OnMapSpawn || tf_gamerules || SetBlueTeamGoalString || #koth_setup_goal || 0.00 | |||
|- | |||
|[[Image:Io11.png]]||OnMapSpawn || tf_gamerules || SetRedTeamGoalString || #koth_setup_goal || 0.00 | |||
|- | |||
|[[Image:Io11.png]]||OnMapSpawn || tf_gamerules || SetRedTeamRespawnWaveTime || 6 || 0.00 | |||
|- | |||
|[[Image:Io11.png]]||OnMapSpawn || tf_gamerules || SetBlueTeamRespawnWaveTime || 6 || 0.00 | |||
|} | |||
==External links== | |||
*[http://forums.tf2maps.net/showthread.php?t=8780 Creating a KOTH map] on TF2Maps | |||
[[Category:Level Design Tutorials]] | |||
[[Category:Team Fortress 2]] |
Revision as of 05:35, 11 July 2010
King of the Hill is a gamemode in Team Fortress 2 that was initially a custom mode. As a custom mode, all parameters were encapsulated within the map itself, rather than any server plugin. It became official with the Classless update.
King of the Hill or KOTH involves one team capturing a point and trying to keep it for themselves for a certain amount of time (officially 3 minutes). The other team can capture the point and start their timer. This capturing does not affect the other team's timer. The team thats timer reaches 0 first wins.
Creating a KOTH map
Entities
In order to transform a point into a KOTH point, the following entities are needed:
The names have been noted to fit this tutorial.
Laying out a control point
Creating a Control Point is explained here
Names in this tutorial
Remember to name your entities, otherwise they cannot interact with each other and their names will appear in red when typed in. In this tutorial, we will assume that your entities will have the same names as the entity names, as no multiples of the same entity are needed for KOTH.
Transformation into KOTH
After you have your regular Capture Point setup laid out, you will have to open up the properties of your trigger_capture_area
.
My Output > | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnCapTeam1 | tf_gamerules | SetRedKothClockActive | 0.00 | No | |
![]() |
OnCapTeam2 | tf_gamerules | SetBlueKothClockActive | 0.00 | No |
These inputs are needed because KOTH as a game rules entity doesn't have a built-in clock activation system. You can obviously set the respawn times (via the target inputs SetBlueTeamRespawnWaveTime
and SetRedTeamRespawnWaveTime
) as well through inputs, but these are the very basics of KOTH.
Now, open tf_logic_koth
. As of now, it already includes the most basic of KOTH parameters - targetname, timer length and unlocking time. These are set to their defaults - timer length is 3 minutes (180 seconds) and unlock time is 30 seconds from round start.
Now, open tf_logic_auto
and insert these inputs:
External links
- Creating a KOTH map on TF2Maps