team_round_timer

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Revision as of 23:16, 3 September 2018 by Henke37 (talk | contribs) (Note that it's automatically instantiated sometimes.)

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<Team Fortress 2> team_round_timer is a point entity available in Team Fortress 2.

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Entity description

Round Timer. Timer starts paused by default.

Note:The timer does not end the round on its own. You need a separate win condition such as the game_round_win entity.
Note:The setup timer does not act as a capture point capture inhibitor. Don't let players out of the spawn area before the setup time is over!
Note:The game instantiates this entity class automatically in some situations such as KOTH maps and during the waiting for player state.

Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).
Timer length (in seconds) <integer>
Initial timer length.
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.
Start paused <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) <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 <boolean>
Reset the timer time after a round restart. This is not the setup time, but the normal round time.
Use countdown sounds <boolean>
Let the timer automatically count down the end of a round.
Show timer in the HUD <boolean>
Note: You can only show one timer in the HUD at a time.
Note:If you are trying to set up two timers for a King of the Hill map, see tf_logic_koth instead.
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 remaining', however, the On30SecRemaining output will fire when the visual timer reaches 61.
  • 0 : Up
  • 1 : Down

Inputs

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

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 exceed 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 exceed 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 exceed 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

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.
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.