Tf logic koth: Difference between revisions

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You can use I/O on these timers in editor, as they work fundamentally the same as team_round_timers. Having any I/O with these entities will work, though Hammer will say that the I/O is broken.
You can use I/O on these timers in editor, as they work fundamentally the same as team_round_timers. Having any I/O with these entities will work, though Hammer will say that the I/O is broken.
For example:
Having a logic_relay pause the red round timer would look like this in the I/O panel.
<code>OnTrigger -> zz_red_koth_timer -> Pause</code>
[[File:Logic relay pausing red koth timer.png|thumb|An example of a logic_relay pausing the red timer on a KOTH map.]]


{{note|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.}}
{{note|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.}}

Revision as of 22:53, 4 June 2023

Team Fortress 2 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 use I/O on these timers in editor, as they work fundamentally the same as team_round_timers. Having any I/O with these entities will work, though Hammer will say that the I/O is broken.

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

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.

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