tf_gamerules

From Valve Developer Community
Jump to: navigation, search

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

Entity description

Proxy entity for TF Gamerules.

Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <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 <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.
Hud Type <choices>
Override the HUD type clients should display.
  • 0 : Default
  • 1 : CTF HUD
  • 2 : CP HUD
  • 3 : Payload HUD
CTF Overtime <boolean>
Allow Overtime for CTF maps.

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
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)
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetRedTeamRespawnWaveTime  <float>
Set the RED team's respawn wave time
SetBlueTeamRespawnWaveTime  <float>
Set the BLU team's respawn wave time
AddRedTeamRespawnWaveTime  <float>
Add to the RED team's respawn wave time
AddBlueTeamRespawnWaveTime  <float>
Add to the BLU team's respawn wave time
SetRedTeamGoalString  <string>
Set the RED team's goal string to show in the hud
Note:Frequent compiling and testing will cause the map view log to automatically hide this message, and give the false impression it is not working. You can reset the logged map views by editing /media/viewed.res
SetBlueTeamGoalString  <string>
Set the BLU team's goal string to show in the hud
Note:Frequent compiling and testing will cause the map view log to automatically hide this message, and give the false impression it is not working. You can reset the logged map views by editing /media/viewed.res
SetRedTeamRole  <integer>
Set RED team role, 0=none, 1=defenders, 2=attackers
SetBlueTeamRole  <integer>
Set BLU team role, 0=none, 1=defenders, 2=attackers
SetRequiredObserverTarget  <string>
Sets the given entity (by name) to be the required observer target for all spectators. Must be cleared to allow spectators to cycle through targets normally again.
Bug:
This does not properly block players trying to move the view, the view is just reset within a few ms.
AddRedTeamScore  <integer>
Add to the RED team score (can be a negative number)
AddBlueTeamScore  <integer>
Add to the BLU team score (can be a negative number)
SetStalemateOnTimelimit  <boolean>
Determines whether mp_timelimit can end the match in the middle of a round.
SetMapForcedTruceDuringBossFight  <boolean>
ability for community Halloween maps to call a truce during a Monoculus or Merasmus fight.
SetRedKothClockActive
Set the RED team clock active for KOTH maps.
SetBlueKothClockActive
Set the BLU team clock active for KOTH maps.
SetCTFCaptureBonusTime  <integer>
Set the length of crit bonus time (in seconds) for CTF captures.
HandleMapEvent
To do: add description
SetCustomUpgradesFile  <string>
Set custom Upgrade Menu file
PlayVO  <string>
Play a Soundscript to all players
PlayVOBlue  <string>
Play a Soundscript to players on Blue team
PlayVORed  <string>
Play a Soundscript to players on Red team

Outputs

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  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.
OnTruceStart
To do: add description
OnTruceEnd
To do: add description
OnWonByTeam1
Sent when RED wins the round.
OnWonByTeam2
Sent when BLU wins the round.
Team1PlayersChanged  <integer>
Sent when RED team player count changes, due to a player joining or leaving the team.
Team2PlayersChanged  <integer>
Sent when BLUE team player count changes, due to a player joining or leaving the team.