tf_logic_player_destruction
Revision as of 08:31, 10 April 2018 by Dr. Orange (talk | contribs) (Added link to TF2/Player Destruction and made external link https)
tf_logic_player_destruction
is a point entity available in Team Fortress 2.
Entity description
The master control entity for the player destruction game mode.
Keyvalues
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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)
- 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 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
toFireUser4
- 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)
- 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)
- 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>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !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) !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.
- SetPointsOnPlayerDeath
<integer>
- Set number of points per flag dropped upon player death.
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)
- 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.