Tf logic koth: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
Line 9: Line 9:


==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.
You can work with these timers in-editor, as they work fundamentally the same as team_round_timers, although they have a few changes internally to work on KOTH maps.
Having any I/O with these entities will work, though Hammer will say that the I/O is broken.
[[File:Logic relay pausing red koth timer.png|thumb|An example of a logic_relay pausing the red timer on a KOTH map.]]
[[File:Logic relay pausing red koth timer.png|thumb|An example of a logic_relay pausing the red timer on a KOTH map.]]
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.}}
 


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.
=== Outputs into the timers ===
You can have outputs from other entities going into the timers.




'''For example''':
'''For example''':


Having a logic_relay pause the red round timer would look like this in the I/O panel.
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>
<code>OnTrigger -> zz_red_koth_timer -> Pause</code>


{{TODO|Can you get outputs such as <code>On1SecRemain</code> from the entities with AddOutput?}}
 
{{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.}}
So whenever that logic_relay is triggered, it will pause red's timer.
 
 
=== Outputs from the timers ===
You can also get outputs from the timers by using [[AddOutput]] in-editor with the timers.
 
 
'''For example''':
 
A logic_relay when triggered adds the output <code>On1SecRemain</code> on the zz_blue_koth_timer entity that displays a message from a [[game_text]] entity.
 
<code>OnTrigger -> zz_blue_koth_timer -> AddOutput -> On1SecRemain game_message:Display::0:1</code>
 
This will make it so whenever our first logic_relay is triggered, a message will be displayed on screen when zz_blue_koth_timer reaches 1 second remaining.


==Keyvalues==
==Keyvalues==

Revision as of 23:55, 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 work with these timers in-editor, as they work fundamentally the same as team_round_timers, although they have a few changes internally to work on KOTH maps.

Having any I/O with these entities will work, though Hammer will say that the I/O is broken.

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.


Outputs into the timers

You can have outputs from other entities going into the timers.


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


So whenever that logic_relay is triggered, it will pause red's timer.


Outputs from the timers

You can also get outputs from the timers by using AddOutput in-editor with the timers.


For example:

A logic_relay when triggered adds the output On1SecRemain on the zz_blue_koth_timer entity that displays a message from a game_text entity.

OnTrigger -> zz_blue_koth_timer -> AddOutput -> On1SecRemain game_message:Display::0:1

This will make it so whenever our first logic_relay is triggered, a message will be displayed on screen when zz_blue_koth_timer reaches 1 second remaining.

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