team_round_timer
UNTRANSLATED string "this is a" see Template:This is a/strings
Contents
엔티티 설명
라운드 타이머. 타이머는 기본값일때 시작시 정지됩니다.
Keyvalues
- Start Disabled
(StartDisabled)
<boolean > - Stay dormant until activated (with the
Enable
input). - Timer length (초)
(???)
<integer > - 정수값 타이머 길이.
- Max timer length (초)
(???)
<integer > - 최대 타이머 길이 (0 = 한계 없음). 이 값은 준비시간과 추가시간이 사용중에 이 값보다 더 많이 주어지지 않도록 타이머를 제한하는데 사용됩니다.
- Start paused
(???)
<boolean > - 타이머가 시작시 정지될까요? (이 값이 설정되어있다면 타이머를 시작하는 Input을 필요로 할것입니다.).
- Setup timer length (초)
(???)
<integer > - 라운드가 시작하기전의 준비시간의 길이와 타이머가 일반 시간을 세기 시작할때의 길이 (0 = 준비시간 없음) 준비시간은 일반시간이 시작하기 전에 모든 라운드가 시작할때 일어납니다.
- Reset time on round restart
(???)
<boolean > - 라운드가 재시작 된 후 타이머 시간을 리셋합니다. 이것은 준비시간이 아니라 일반 라운드 시간입니다.
- Use countdown sounds
(???)
<boolean > - 타이머가 자동으로 라운드의 끝부분을 카운트다운합니다.
- Show timer in the HUD
(???)
<boolean > - 참조: 당신은 한번에 한개의 타이머만 화면(HUD)에 표시할 수 있습니다.
- 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 remanining', however, the On30SecRemaining output will fire when the visual timer reaches 61.
- 0 : Up
- 1 : Down
Input들
AddContext
<string >- Adds to the entity's list of response contexts. See Context.
AddOutput
<string >- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
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
input.
RemoveContext
<string >- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchEffect
<string > (removed since) !FGD
- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script > (in all games since) (또한에서
)
- 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) (또한에서
)
- 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.
CallScriptFunction
<string > (in all games since) (또한에서
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script 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.
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 excede 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 excede 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 excede 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).
Output들
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
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.