team_round_timer

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team_round_timer

is a point entity available in Team Fortress 2 Team Fortress 2.

엔티티 설명

라운드 타이머. 타이머는 기본값일때 시작시 정지됩니다.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
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


Base:
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 the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving 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.

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 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.
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.