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

Entity Description

Base minigame



Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (New with 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> (New with 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.
Red Spawn Name <targetname>
The name of the spawnpoints for RED for this minigame
Blue Spawn Name <targetname>
The name of the spawnpoints for BLUE for this minigame
Put in Random Pool <choices>
If yes, allowed to be chosen when told to go to a random minigame
  • 0 : No
  • 1 : Yes
Max Score <integer>
When a team hits this score, the On<Team>HitMaxScore output will be fired
Hud RES File <string>
Res file to use for this minigame
Your Team Score Sound <string>
Sound file to play when your team scores a point
Enemy Team Score Sound <string>
Sound file to play when the enemy team scores a point
Scoring Type <choices>
What to use for scoring
  • 0 : Points
  • 1 : Players Alive
Sudden Death Time <float>
Time until sudden death starts (-1 for sudden death)



Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (New with 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> (New with 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (New with 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> (New with Alien Swarm) !FGD
Set this entity's angles.
ScoreTeamRed <integer>
Give points to RED
ScoreTeamBlue <integer>
Give points to BLUE
Force players to return from the current minigame.
ChangeHudResFile <integer>
Change the HUD resource file.



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 the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.
Sent when players return from this minigame.
Sent when players arrive to this minigame.
Sent when RED hits the max score for this minigame.
Sent when BLUE hits the max score for this minigame.
Sent when the entire RED team is dead.
Sent when the entire BLUE team is dead.
Sent when sudden death starts.