tf_logic_robot_destruction

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

Entity description

The master control entity for the robot destruction game mode. It is the base entity used by Tf logic player destruction.

Keyvalues

blue_respawn_time <float>
The base respawn time for BLU team
red_respawn_time <float>
The base respawn time for RED team
loser_respawn_bonus_per_bot <float>
max_points <integer>
The number of cores to collect to win a round
max_robots <integer>
The maximum number of robots active at the same time
score_interval <float>
How often a robot should score a point while hacking


Base:

Name (targetname) <string>
The name that other entities refer to this entity by.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is key:value,key:value,...and so on. Can also be filtered for or against.
Classname (classname) <string> !FGD
The classname defines the type of entity. Classnames can be changed usingAddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as theent_keyvaluecommand. Run-time spawned entities aren't assigned a Hammer ID.


Inputs

Base:

AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
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 thanKillinput.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> !FGD
Dispatches a special effect from the entity's origin.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
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.


SetTeam <choices> !FGD
Reassign the team of this entity as the team using this number.
  • 0: None
  • 1: Spectator
  • 2: Red <Team Fortress 2>
  • 3: Blue <Team Fortress 2>


Outputs

OnBlueFirstFlagStolen
Sent when blue's first flag gets stolen.
OnBlueFlagStolen
Sent when a flag gets stolen from blue.
OnBlueHasPoints
Sent when Blue goes from 0 to any points
OnBlueHitMaxPoints
Sent when Blue hits the max points.
OnBlueLeaveMaxPoints
Sent when blue goes from max points to fewer.
OnBlueHitZeroPoints
Sent when Blue hits 0 points.
OnBlueLastFlagReturned
Sent when blue's last stolen flag gets returned.
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.
OnRedHasPoints
Sent when Red goes from 0 to any points
OnRedHitMaxPoints
Sent when Red hits the max points.
OnRedLeaveMaxPoints
Sent when red goes from max points to fewer.
OnRedHitZeroPoints
Sent when red hits 0 points.
OnRedLastFlagReturned
Sent when red's last stolen flag gets returned.
OnRedFinalePeriodEnd
Sent when the blue finale period ends.

Base:

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.

See Also