Team round timer: Difference between revisions
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{{ | {{tf2 point|team_round_timer}} | ||
== Entity description == | ==Entity description== | ||
Round Timer. Timer starts paused by default. | Round Timer. Timer starts paused by default. | ||
== Keyvalues == | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV EnableDisable}} | |||
{{KV|Timer length (in seconds)|integer|Initial timer length.}} | |||
{{KV|Max timer length (in seconds)|integer|Maximum timer length (0 {{=}} no max). This value is used to ensure the timer never goes above this value when SetTime and AddTime are used.}} | |||
{{KV|Start paused|boolean|Should the timer start paused? (will need to send a Resume input to start the timer if this is set).}} | |||
{{KV|Setup timer length (in seconds)|integer|Length of setup time before the round begins and the timer starts to countdown the normal time. (0 {{=}} no setup time) Setup time is run at the beginning of every round before the normal time begins.}} | |||
{{KV|Reset time on round restart|boolean|Reset the timer time after a round restart. This is not the setup time, but the normal round time.}} | |||
{{KV|Use countdown sounds|boolean|Let the timer automatically count down the end of a round.}} | |||
{{KV|Show timer in the HUD|boolean|Note: You can only show one timer in the HUD at a time.}} | |||
{{KV|Count Direction|choices|Use this to reverse the timer and have it count from 0 up to the timer length. Sounds and outputs still fire like normal. For example, on a count-up timer with a length of 90 seconds, when it reaches 60 the announcer will say '30 seconds remanining', however, the On30SecRemaining output will fire when the visual timer reaches 61.}} | |||
:* 0 : Up | |||
:* 1 : Down | |||
== Inputs == | ==Inputs== | ||
{{I Targetname}} | |||
{{I EnableDisable}} | |||
{{IO|Pause|Pause the timer.}} | |||
{{IO|Resume|Resume the timer.}} | |||
{{IO|SetTime|Set the timer to this value (in seconds).|param=integer}} | |||
{{IO|AddTime|Add time to the timer (in seconds). Added time cannot excede the max timer length.|param=integer}} | |||
{{IO|AddTeamTime|Input takes a string (space delimited) with the team number and the time to be added (in seconds) because of the team (2 for red, 3 for blue, and 0 for no team...but you could just use AddTime for that). Added time cannot excede the max timer length. Example: 2 600 (adds 10 minutes because of team red)|param=string}} | |||
{{IO|Restart|Restart the timer.}} | |||
{{IO|ShowInHUD|Show this timer in the HUD (0 no, 1 yes).|param=bool}} | |||
{{IO|SetMaxTime|Set the max timer length to this value (in seconds). The timer's time will never excede this value.|param=integer}} | |||
{{IO|AutoCountdown|Turn off/on the auto countdown feature (0 no, 1 yes).|param=bool}} | |||
{{IO|SetSetupTime|Set the setup time length to this value (in seconds).|param=integer}} | |||
== Outputs == | ==Outputs== | ||
{{O Targetname}} | |||
{{IO|On5MinRemain|Sent when 5 minutes remain.}} | |||
{{IO|On4MinRemain|Sent when 4 minutes remain.}} | |||
{{IO|On3MinRemain|Sent when 3 minutes remain.}} | |||
{{IO|On2MinRemain|Sent when 2 minutes remain.}} | |||
{{IO|On1MinRemain|Sent when 1 minutes remain.}} | |||
{{IO|On30SecRemain|Sent when 30 seconds remain.}} | |||
{{IO|On10SecRemain|Sent when 10 seconds remain.}} | |||
{{IO|On5SecRemain|Sent when 5 seconds remain.}} | |||
{{IO|On4SecRemain|Sent when 4 seconds remain.}} | |||
{{IO|On3SecRemain|Sent when 3 seconds remain.}} | |||
{{IO|On2SecRemain|Sent when 2 seconds remain.}} | |||
{{IO|On1SecRemain|Sent when 1 second remains.}} | |||
{{IO|OnRoundStart|Sent when the round starts.}} | |||
{{IO|OnFinished|Sent when the timer is finished.}} | |||
{{IO|OnSetupStart|Sent when the setup time begins.}} | |||
{{IO|OnSetupFinished|Sent when the setup time is finished.}} | |||
Revision as of 22:16, 9 May 2011
team_round_timer
is a point entity available in Team Fortress 2.
Entity description
Round Timer. Timer starts paused by default.
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
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- Max timer length (in seconds) ([todo internal name (i)]) <integer>
- Maximum timer length (0 = no max). This value is used to ensure the timer never goes above this value when SetTime and AddTime are used.
- Start paused ([todo internal name (i)]) <boolean>
- Should the timer start paused? (will need to send a Resume input to start the timer if this is set).
- Setup timer length (in seconds) ([todo internal name (i)]) <integer>
- Length of setup time before the round begins and the timer starts to countdown the normal time. (0 = no setup time) Setup time is run at the beginning of every round before the normal time begins.
- Reset time on round restart ([todo internal name (i)]) <boolean>
- Reset the timer time after a round restart. This is not the setup time, but the normal round time.
- Use countdown sounds ([todo internal name (i)]) <boolean>
- Let the timer automatically count down the end of a round.
- Show timer in the HUD ([todo internal name (i)]) <boolean>
- Note: You can only show one timer in the HUD at a time.
- Count Direction ([todo internal name (i)]) <choices>
- Use this to reverse the timer and have it count from 0 up to the timer length. Sounds and outputs still fire like normal. For example, on a count-up timer with a length of 90 seconds, when it reaches 60 the announcer will say '30 seconds remanining', however, the On30SecRemaining output will fire when the visual timer reaches 61.
- 0 : Up
- 1 : Down
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- Pause
- Pause the timer.
- Resume
- Resume the timer.
- SetTime <integer >
- Set the timer to this value (in seconds).
- AddTime <integer >
- Add time to the timer (in seconds). Added time cannot excede the max timer length.
- AddTeamTime <string >
- Input takes a string (space delimited) with the team number and the time to be added (in seconds) because of the team (2 for red, 3 for blue, and 0 for no team...but you could just use AddTime for that). Added time cannot excede the max timer length. Example: 2 600 (adds 10 minutes because of team red)
- Restart
- Restart the timer.
- ShowInHUD <boolean >
- Show this timer in the HUD (0 no, 1 yes).
- SetMaxTime <integer >
- Set the max timer length to this value (in seconds). The timer's time will never excede this value.
- AutoCountdown <boolean >
- Turn off/on the auto countdown feature (0 no, 1 yes).
- SetSetupTime <integer >
- Set the setup time length to this value (in seconds).
Outputs
- On5MinRemain
- Sent when 5 minutes remain.
- On4MinRemain
- Sent when 4 minutes remain.
- On3MinRemain
- Sent when 3 minutes remain.
- On2MinRemain
- Sent when 2 minutes remain.
- On1MinRemain
- Sent when 1 minutes remain.
- On30SecRemain
- Sent when 30 seconds remain.
- On10SecRemain
- Sent when 10 seconds remain.
- On5SecRemain
- Sent when 5 seconds remain.
- On4SecRemain
- Sent when 4 seconds remain.
- On3SecRemain
- Sent when 3 seconds remain.
- On2SecRemain
- Sent when 2 seconds remain.
- On1SecRemain
- Sent when 1 second remains.
- OnRoundStart
- Sent when the round starts.
- OnFinished
- Sent when the timer is finished.
- OnSetupStart
- Sent when the setup time begins.
- OnSetupFinished
- Sent when the setup time is finished.