Tf logic training mode: Difference between revisions
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Tip:This entity, as well as most of its Inputs, can be used on any multiplayer map by spawning this entity after map load and setting the
Workaround:Many of these issues have workarounds:
Warning:
(-added class hierarchy, cleanup) |
(Big info dump, works in multiplayer.) |
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{{This is a|point entity|name=tf_logic_training_mode|game=Team Fortress 2}} | {{This is a|point entity|name=tf_logic_training_mode|game=Team Fortress 2}} | ||
Handles outputs and and messages for training, mainly for the [[player]]. | Handles outputs and and messages for training, mainly for the [[player]]. | ||
{{ | {{tip|This entity, as well as most of its Inputs, can be used on any multiplayer map by spawning this entity after map load and setting the <code>m_bIsInTraining</code> NetProp on [[tf_gamerules]] to true with [[VScript]], however there are multiple caveats: | ||
# Players loadout will be replaced with stock items | |||
# The server will be hidden from the server browser, this will persist for the entire duration of the map | |||
# Achievement tracking is disabled | |||
# Doesn't print player join or team switch chat messages (they can still be seen when opening chat) | |||
# Team and class switching menus will be disabled, however <code>join_class</code> and <code>autoteam</code> will still work | |||
# Autobalance is disabled | |||
# Domination/Revenge logic is disabled | |||
{{workaround|Many of these issues have workarounds: | |||
{{ExpandBox| | |||
# Iterate player items and store them in an array/table in player scope first, then re-equip them using [[Team_Fortress_2/Scripting/VScript_Examples#Giving_a_weapon|this method]] after they are stripped. | |||
# For custom servers, the <code>hide_server</code> cvar must be added to the vscript cvar allowlist, or <code>sv_allow_point_servercommand</code> must be set to <code>always</code> for <code>SendToServerConsole</code> | |||
# Set <code>m_bAllowTrainingAchievements</code> to true on [[tf_gamerules]] | |||
# Set <code>m_bIsInTraining</code> to false on player_connect or player_team and set back to true shortly after. However this will disable any active training HUD elements | |||
{{todo|No known workaround, need to enable/disable the NetProp or use the console commands for class/team switching}} | |||
{{todo|No known workaround}} | |||
{{todo|Potentially send the <code>player_death</code> event manually with domination/revenge death flags, or <code>player_domination</code>, untested.}} | |||
}} | |||
}} | |||
}} | |||
== Keyvalues == | == Keyvalues == | ||
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== Inputs == | == Inputs == | ||
{{warning|<code>EndTraining</code>, <code>PlaySoundOnPlayer</code>, and <code>ForcePlayerSwapToWeapon</code> will not work on dedicated servers.}} | |||
{{I|ShowTrainingMsg|Show a training message, for training mode. The parameter should be the string entry in tf_english.txt|param=string}} | {{I|ShowTrainingMsg|Show a training message, for training mode. The parameter should be the string entry in tf_english.txt|param=string}} | ||
{{I|ShowTrainingObjective|param=string|Sets a training objective to show to the player.}} | {{I|ShowTrainingObjective|param=string|Sets a training objective to show to the player.}} | ||
Line 22: | Line 44: | ||
== Outputs == | == Outputs == | ||
{{todo|See which outputs work in multiplayer}} | |||
{{O|OnPlayerSpawnAsScout|Fired when the player spawns as a Scout.}} | {{O|OnPlayerSpawnAsScout|Fired when the player spawns as a Scout.}} | ||
{{O|OnPlayerSpawnAsSniper|Fired when the player spawns as a Sniper.}} | {{O|OnPlayerSpawnAsSniper|Fired when the player spawns as a Sniper.}} |
Revision as of 13:49, 7 May 2025


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CTrainingModeLogic |
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tf_logic_training_mode
is a point entity available in Team Fortress 2.
Handles outputs and and messages for training, mainly for the player.

m_bIsInTraining
NetProp on tf_gamerules to true with VScript, however there are multiple caveats:
- Players loadout will be replaced with stock items
- The server will be hidden from the server browser, this will persist for the entire duration of the map
- Achievement tracking is disabled
- Doesn't print player join or team switch chat messages (they can still be seen when opening chat)
- Team and class switching menus will be disabled, however
join_class
andautoteam
will still work - Autobalance is disabled
- Domination/Revenge logic is disabled

- Iterate player items and store them in an array/table in player scope first, then re-equip them using this method after they are stripped.
- For custom servers, the
hide_server
cvar must be added to the vscript cvar allowlist, orsv_allow_point_servercommand
must be set toalways
forSendToServerConsole
- Set
m_bAllowTrainingAchievements
to true on tf_gamerules - Set
m_bIsInTraining
to false on player_connect or player_team and set back to true shortly after. However this will disable any active training HUD elements
Todo: No known workaround, need to enable/disable the NetProp or use the console commands for class/team switching
Todo: No known workaround
Todo: Potentially send the
player_death
event manually with domination/revenge death flags, or player_domination
, untested.
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
- Next Map (nextMap) <string>
- Next map to load when the current one is finished. Default choices are
tr_dustbowl
andtr_target
, although any map is accepted.
Inputs

EndTraining
, PlaySoundOnPlayer
, and ForcePlayerSwapToWeapon
will not work on dedicated servers.- ShowTrainingMsg <string >
- Show a training message, for training mode. The parameter should be the string entry in tf_english.txt
- ShowTrainingObjective <string >
- Sets a training objective to show to the player.
- KickBots
- Kicks all bots from the server.
- ShowTrainingHUD
- Makes the training objective HUD visible.
- HideTrainingHUD
- Makes the training objective HUD hidden.
- EndTraining <string >
- Ends training mode. The parameter is for displaying ending text from tf_english.txt
- PlaySoundOnPlayer <string >
- Play a sound on the player.
- WaitForTimerOrKeypress <string >
- Wait for the specified logic_timer entity to fire on its interval or for a keypress from the player.
- SetNextMap <string >
- Set the next map for training.
- ForcePlayerSpawnAsClassOutput
- Force the appropriate output to fire for the player spawning as a class. You can use this to essentially ask what class the player is.
Outputs
Todo: See which outputs work in multiplayer
- OnPlayerSpawnAsScout
- Fired when the player spawns as a Scout.
- OnPlayerSpawnAsSniper
- Fired when the player spawns as a Sniper.
- OnPlayerSpawnAsSoldier
- Fired when the player spawns as a Soldier.
- OnPlayerSpawnAsDemoman
- Fired when the player spawns as a Demoman.
- OnPlayerSpawnAsMedic
- Fired when the player spawns as a Medic.
- OnPlayerSpawnAsHeavy
- Fired when the player spawns as a Heavy.
- OnPlayerSpawnAsPyro
- Fired when the player spawns as a Pyro.
- OnPlayerSpawnAsSpy
- Fired when the player spawns as a Spy.
- OnPlayerSpawnAsEngineer
- Fired when the player spawns as an Engineer.
- OnPlayerDied
- Fired when the player dies.
- OnBotDied
- Fired when a bot dies.
- OnPlayerSwappedToPrimary
- Fired when the player swaps to the item in their primary weapon slot.
- OnPlayerSwappedToSecondary
- Fired when the player swaps to the item in their secondary weapon slot.
- OnPlayerSwappedToMelee
- Fired when the player swaps to the item in their melee weapon slot.
- OnPlayerSwappedToBuilding
- Fired when the player swaps to the item in their building weapon slot.
- OnPlayerSwappedToPDA
- Fired when the player swaps to the item in their PDA weapon slot.
- OnBuildOutsideArea
- Fired when the player builds an object outside a suggested area.
- OnPlayerDetonateBuilding
- Sent when the player manually detonates one of their buildings.