Team train watcher: Difference between revisions

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m (Linking to tutorial on setting up TF2's payload mode)
(Updated with data from tf-abs.fgd)
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{{wrongtitle|title=team_train_watcher}}
{{tf2 point|team_train_watcher}}
{{Tf2 point}}
{{stub}}


== Entity description ==
==Entity description==
This entity is what shows the HUD for Payload maps.
Entity that tracks the train progress through train escort maps.


== Keyvalues ==
==Keyvalues==
* {{KV Targetname}}
{{KV Targetname}}
* {{KV EnableDisable}}
{{KV EnableDisable}}
* '''goal_node'''
{{KV TFTeam}}
: <target_destination> Name of the last [[path_track]] on the train's path.
{{KV|Allow the train to recede?|boolean}}
*'''hud_min_speed_level_1'''
{{KV|Handle Train Movement|boolean|If Yes, the watcher will handle three-speed forward movement, receding, and roll forward/back zones. Slow areas (such as for uphill) will need to be done manually by sending the watcher a SetSpeedForwardModifier input.}}
: <integer>
{{KV|Default Speed Modifier|float|0 to 1 scaling of the train's max speed. Can be adjusted with the SetSpeedForwardModifier input. Only functions with Handle Train Movement enabled.}}
*'''hud_min_speed_level_2'''
{{KV|Min Speed for Speed Level 1|float}}
: <integer>
{{KV|Min Speed for Speed Level 2|float}}
*'''hud_min_speed_level_3'''
{{KV|Min Speed for Speed Level 3|float}}
: <integer>
*'''linked_cp_1'''
: <target> Name of the first [[team_control_point]]. This will put the circle on the HUD representing which team controls the point.
*'''linked_cp_2'''
: <target> Name of the second team_control_point.
*'''linked_cp_3'''
: <target> Name of the third team_control_point.
*'''linked_pathtrack_1'''
: <target> Name of the path_track located at the first control point. This will tell the HUD where to put said circle onto the "track"
*'''linked_pathtrack_2'''
: <target> Name of the path_track located at the second control point.
*'''linked_pathtrack_3'''
: <target> Name of the path_track located at the third control point.
*'''start_node'''
: <target> Name of the path_track the train starts at.
*'''train'''
: <target> Name of the [[func_tracktrain]] entity.


== Inputs ==
==Flags==
*'''SetNumTrainCappers'''
{{I TFTeam}}
: <integer> Basically sets how many people are standing next to the train.
*{{I EnableDisable}}
*{{I Targetname}}


== Outputs ==
==Inputs==
*'''OnTrainStartRecede'''
{{I Targetname}}
{{I EnableDisable}}
{{IO|SetNumTrainCappers|Set Number of players capping the train.|param=integer}}
{{IO|SetSpeedForwardModifier|param=float}}
{{IO|OnStartOvertime|Sets the cart to 5 seconds until recede.}}


*{{O Targetname}}
==Outputs==
{{O Targetname}}
{{IO|OnTrainStartRecede|Sent when the train should start receding.}}


==See Also==
==See Also==
[[TF2/Creating_a_Payload_Map|Creating a payload map for Team Fortress 2]]
[[TF2/Creating_a_Payload_Map|Creating a payload map for Team Fortress 2]]
[[Category:Team Fortress 2 Entities]]

Revision as of 22:18, 9 May 2011

Team Fortress 2 team_train_watcher is a point entity available in Team Fortress 2 Team Fortress 2.

Entity description

Entity that tracks the train progress through train escort maps.

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

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


Allow the train to recede? ([todo internal name (i)]) <boolean>
Handle Train Movement ([todo internal name (i)]) <boolean>
If Yes, the watcher will handle three-speed forward movement, receding, and roll forward/back zones. Slow areas (such as for uphill) will need to be done manually by sending the watcher a SetSpeedForwardModifier input.
Default Speed Modifier ([todo internal name (i)]) <float>
0 to 1 scaling of the train's max speed. Can be adjusted with the SetSpeedForwardModifier input. Only functions with Handle Train Movement enabled.
Min Speed for Speed Level 1 ([todo internal name (i)]) <float>
Min Speed for Speed Level 2 ([todo internal name (i)]) <float>
Min Speed for Speed Level 3 ([todo internal name (i)]) <float>

Flags

SetTeam <integerRedirectInput/integer>
Changes the entity's team.

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetNumTrainCappers <integerRedirectInput/integer>
Set Number of players capping the train.
SetSpeedForwardModifier <floatRedirectInput/float>
OnStartOvertime
Sets the cart to 5 seconds until recede.

Outputs

OnTrainStartRecede
Sent when the train should start receding.

See Also

Creating a payload map for Team Fortress 2