Difference between revisions of "Tf logic player destruction"
From Valve Developer Community
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==Inputs== | ==Inputs== | ||
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{{IO|ScoreRedPoints|Score points for red.}} | {{IO|ScoreRedPoints|Score points for red.}} | ||
{{IO|ScoreBluePoints|Score points for blue.}} | {{IO|ScoreBluePoints|Score points for blue.}} | ||
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==Outputs== | ==Outputs== | ||
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{{IO|OnBlueHitMaxPoints|Sent when Blue hits the max points.}} | {{IO|OnBlueHitMaxPoints|Sent when Blue hits the max points.}} | ||
{{IO|OnRedHitMaxPoints|Sent when Red hits the max points.}} | {{IO|OnRedHitMaxPoints|Sent when Red hits the max points.}} |
Revision as of 18:38, 12 October 2015
tf_logic_player_destruction is a point entity available in Team Fortress 2.
Contents
Entity description
The master control entity for the player destruction game mode.
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.
- Prop Model Name
<model path>
- Model of prop that drops from player on death
- Prop Drop Sound
<sound>
- Sound when player drops prop
- Prop Pickup Sound
<sound>
- Sound when player picks up prop
- Blue Respawn Time
<float>
- The base respawn time for BLU team
- Red Respawn Time
<float>
- The base respawn time for RED team
- Min Points
<integer>
- The minimum points to win
- Points Per Player
<integer>
- How many points to increase the max points by per player
- Finale Length
<float>
- The amount of time from after max score is reached a team will win
- HUD Res File
<string>
- What res file to use for the HUD
- Flag Reset Delay (in seconds)
<integer>
- Length of time (in seconds) before a dropped flag resets
- Heal Distance
<integer>
- The distance for the team leader's ability to heal teammates
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 thanKill
. -
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
toFireUser4
- 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
, 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.
-
ScoreRedPoints
- Score points for red.
-
ScoreBluePoints
- Score points for blue.
-
EnableMaxScoreUpdating
- Allow the max score to update based on player count.
-
DisableMaxScoreUpdating
- Disallow the max score to update based on player count.
- SetCountdownTimer
<integer>
- Set the countdown time and start the timer.
- SetCountdownImage
<string>
- Set the countdown image.
- SetFlagResetDelay
<integer>
- Set the length of time (in seconds) before a dropped flag resets.
Outputs
Targetname:
-
OnUser1
toOnUser4
- These Outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
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.
-
OnBlueHitMaxPoints
- Sent when Blue hits the max points.
-
OnRedHitMaxPoints
- Sent when Red hits the max points.
-
OnBlueLeaveMaxPoints
- Sent when blue goes from max points to fewer.
-
OnRedLeaveMaxPoints
- Sent when red goes from max points to fewer.
-
OnBlueHitZeroPoints
- Sent when Blue hits 0 points.
-
OnRedHitZeroPoints
- Sent when Red hits 0 points
-
OnBlueHasPoints
- Sent when Blue goes from 0 to any points
-
OnRedHasPoints
- Sent when Red goes from 0 to any points
-
OnRedFinalePeriodEnd
- Sent when the red finale period ends.
-
OnBlueFinalePeriodEnd
- Sent when the blue finale period ends.
-
OnRedFirstFlagStolen
- Sent when red's first flag gets stolen.
-
OnRedFlagStolen
- Sent when a flag gets stolen from red.
-
OnRedLastFlagReturned
- Sent when red's last stolen flag gets returned.
-
OnBlueFirstFlagStolen
- Sent when blue's first flag gets stolen.
-
OnBlueFlagStolen
- Sent when a flag gets stolen from blue.
-
OnBlueLastFlagReturned
- Sent when blue's last stolen flag gets returned.
- OnRedScoreChanged
<float>
- Send when score changes, and is a value representing total progress from [0..1].
- OnBlueScoreChanged
<float>
- Send when score changes, and is a value representing total progress from [0..1].
-
OnCountdownTimerExpired
- Sent when the countdown timer expires.