Tf logic player destruction
tf_logic_player_destruction
is a point entity available in Team Fortress 2. It is the master control entity for the Player Destruction gamemode.
Keyvalues
- Prop Model Name <model path>
- Model of prop that drops from player on death
- Prop Drop Sound <sound>
- Sound when player drops prop
- Prop Pickup Sound <sound>
- Sound when player picks up prop
- Blue Respawn Time <float>
- The base respawn time for BLU team
- Red Respawn Time <float>
- The base respawn time for RED team
- Min Points <integer>
- The minimum points to win
- Points Per Player <integer>
- How many points to increase the max points by per player
- Finale Length <float>
- The amount of time from after max score is reached a team will win
- HUD Res File <string>
- What res file to use for the HUD
- Flag Reset Delay (in seconds) <integer>
- Length of time (in seconds) before a dropped flag resets
- Heal Distance <integer>
- The distance for the team leader's ability to heal teammates
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Inputs
ScoreRedPoints
- Score points for red.
ScoreBluePoints
- Score points for blue.
EnableMaxScoreUpdating
- Allow the max score to update based on player count.
DisableMaxScoreUpdating
- Disallow the max score from updating based on player count.
SetCountdownTimer
<integer>- Set the countdown time and start the timer.
SetCountdownImage
<string>- Set the countdown image.
SetFlagResetDelay
<integer>- Set the length of time (in seconds) before a dropped flag resets.
SetPointsOnPlayerDeath
<integer>- Set number of points per flag dropped upon player death.
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
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.
Outputs
OnBlueHitMaxPoints
- Sent when Blue hits the max points.
OnRedHitMaxPoints
- Sent when Red hits the max points.
OnBlueLeaveMaxPoints
- Sent when blue goes from max points to fewer.
OnRedLeaveMaxPoints
- Sent when red goes from max points to fewer.
OnBlueHitZeroPoints
- Sent when Blue hits 0 points.
OnRedHitZeroPoints
- Sent when Red hits 0 points
OnBlueHasPoints
- Sent when Blue goes from 0 to any points
OnRedHasPoints
- Sent when Red goes from 0 to any points
OnRedFinalePeriodEnd
- Sent when the red finale period ends.
OnBlueFinalePeriodEnd
- Sent when the blue finale period ends.
OnRedFirstFlagStolen
- Sent when red's first flag gets stolen.
OnRedFlagStolen
- Sent when a flag gets stolen from red.
OnRedLastFlagReturned
- Sent when red's last stolen flag gets returned.
OnBlueFirstFlagStolen
- Sent when blue's first flag gets stolen.
OnBlueFlagStolen
- Sent when a flag gets stolen from blue.
OnBlueLastFlagReturned
- Sent when blue's last stolen flag gets returned.
OnRedScoreChanged
- float
OnBlueScoreChanged
- float
OnCountdownTimerExpired
- Sent when the countdown timer expires.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.