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Tf logic player destruction

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tf_logic_player_destruction is a point entity available in Team Fortress 2 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:
Name (targetname) <string>
The name that other entities use to refer to this entity.
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.pngTip:Entities transition to the next map with their parents
Tip.pngTip: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.pngNote: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.pngNote: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.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.

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 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.

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 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

See also

External links