passtime_logic

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

Entity description

Passtime Logic.

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.
Number of sections <integer>
.
Ball spawn countdown duration in seconds <integer>
.
Max Pass Range <float>
0 means unlimited.

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.
SpawnBall
With a countdown, pick a random enabled info_passtime_ball_spawn and spawn a ball there.
SetSection <string>
Parameter must be three values - [section number] [name of first track_path] [name of last track_path]
TimeUp
Input this from a round timer or something to indicate the game timer ended with no winner.
SpeedBoostUsed
For stats tracking.
JumpPadUsed
For stats tracking.

Outputs

OnBallFree
The ball is free - someone was holding it, and now they aren't.
OnBallGetBlu
The ball was free and someone picked it up.
OnBallGetRed
The ball was free and someone picked it up.
OnBallGetAny
The ball was free and someone picked it up.
OnBallRemoved
The ball was removed by game rules and you should respawn it. (e.g. fell out of the world (func_passtime_goal with -1 points)).
OnScoreBlu
BLU scored.
OnScoreRed
RED scored.
OnScoreAny
Any Scored
OnBallPowerUp
Experimental.
OnBallPowerDown
Experimental.

See Also