Tf logic cp timer: Difference between revisions
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Bug:When The assigned control point is captured, the logic tied to
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{{Underlinked|date=January 2024}} | {{Underlinked|date=January 2024}} | ||
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{{ | {{CD|CCPTimerLogic|file1=tf_gamerules.cpp}} | ||
{{This is a|point entity|name=tf_logic_cp_timer|game=Team Fortress 2}} It runs a timeout timer for a [[team_control_point|control point]] and adds itself to the HUD for that point. This entity is used for DeGroot Keep's final point. | |||
{{bug|When The assigned control point is captured, the logic tied to <code>OnCountdownStart</code> will be ran extremely quickly, roughly every 20 ticks. Make sure all logic tied to this entities outputs are controlled by [[logic_relay|logic_relays]], as the logic inside ''those'' will not be triggered.}} | {{bug|When The assigned control point is captured, the logic tied to <code>OnCountdownStart</code> will be ran extremely quickly, roughly every 20 ticks. Make sure all logic tied to this entities outputs are controlled by [[logic_relay|logic_relays]], as the logic inside ''those'' will not be triggered.}} | ||
==Keyvalues== | == Keyvalues == | ||
{{KV | {{KV Targetname}} | ||
{{KV TeamNum|tf2=1}} | {{KV TeamNum|tf2=1}} | ||
{{KV|Control Point|target_source|The control point the timer applies to}} | {{KV|Control Point|target_source|The control point the timer applies to}} | ||
{{KV|Timer length (in seconds)|int|How long the timer should be, in seconds.}} | {{KV|Timer length (in seconds)|int|How long the timer should be, in seconds.}} | ||
== Outputs == | |||
{{O|OnCountdownStart|The countdown has begun, since the control point is now available for capture.}} | |||
{{O|OnCountdownEnd|The time has counted down and the capture point is no longer eligible for overtime.}} | |||
==Outputs== | |||
{{O | |||
{{ |
Revision as of 15:00, 25 September 2024

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January 2024



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CCPTimerLogic |
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tf_logic_cp_timer
is a point entity available in Team Fortress 2. It runs a timeout timer for a control point and adds itself to the HUD for that point. This entity is used for DeGroot Keep's final point.

OnCountdownStart
will be ran extremely quickly, roughly every 20 ticks. Make sure all logic tied to this entities outputs are controlled by logic_relays, as the logic inside those will not be triggered. [todo tested in ?]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
TeamNum:
- Initial Team (TeamNum) <choices>
- Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in
) !FGD
- Timer length (in seconds) ([todo internal name (i)]) <integer>
- How long the timer should be, in seconds.
Outputs
- OnCountdownStart
- The countdown has begun, since the control point is now available for capture.
- OnCountdownEnd
- The time has counted down and the capture point is no longer eligible for overtime.