Tf logic koth: Difference between revisions
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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.
(Adding more detailed information on the zz_red_koth_timer and zz_blue_koth_timer entities generated by the tf_logic_koth entity at the beginning of every round.) |
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==zz_red/blue_koth_timer Entities== | ==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. | 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. | ||
{{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.}} | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 22:42, 4 June 2023
tf_logic_koth
is a point entity available in 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.

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
- Timer Length ([todo internal name (i)]) <integer>
- Total duration (in seconds) either team must hold the point to win.
Note: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