Difference between revisions of "Team train watcher"

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==Entity description==
 
==Entity description==
 
Entity that tracks the train progress through train escort maps. Adding this entity to a map makes Team Fortress 2 classify the map as a train escort (Payload) map.
 
Entity that tracks the train progress through train escort maps. Adding this entity to a map makes Team Fortress 2 classify the map as a train escort (Payload) map.
 +
 +
For a Payload Race map, you also need a [[Tf logic multiple escort|tf_logic_multiple_escort]] entity.
  
 
==Keyvalues==
 
==Keyvalues==

Revision as of 19:41, 25 October 2013

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

This entity consumes 1 edict slots at runtime.

Entity description

Entity that tracks the train progress through train escort maps. Adding this entity to a map makes Team Fortress 2 classify the map as a train escort (Payload) map.

For a Payload Race map, you also need a tf_logic_multiple_escort entity.

Keyvalues

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <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 (thinkfunction) <string> (in all games since <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).

TFTeam:

Team (TeamNum) <choices>
Team
  • 0: Any
  • 2: Red
  • 3: Blue
Allow the train to recede? <boolean>
Handle Train Movement <boolean> !FGD
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.
uphill_speed_modifier  !FGD
speed_forward_modifier  !FGD
env_spark_name <targetname> !FGD
The name of the env_spark for the train.
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.
Min Speed for Speed Level 1 <float>
Min Speed for Speed Level 2 <float>
Min Speed for Speed Level 3 <float>

Flags

TFTeam:

SetTeam <integer>
Changes the entity's Team keyvalue.

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <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> (in all games since <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> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <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> (in all games since <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.
SetNumTrainCappers <integer>
Set Number of players capping the train.
SetSpeedForwardModifier <float>
OnStartOvertime
Sets the cart to 5 seconds until recede.

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 <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.
OnTrainStartRecede
Sent when the train should start receding.

See Also

Creating a payload map for Team Fortress 2