tf_logic_vip

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

Entity description

This entity enables the VIP game mode.

The selected teams will be forced to have exactly one VIP playing the Civilian class. The teams will also not be able to capture any control points except for their VIP.

Keyvalues

Is RED escorting? (red_escort) (???) <boolean>
Is RED team escorting VIP in this map?
Is BLU escorting? (blue_escort) (???) <boolean>
Is BLU team escorting VIP in this map?
Is GRN escorting? (green_escort) (???) <boolean>
Is GRN team escorting VIP in this map?
Is YLW escorting? (yellow_escort) (???) <boolean>
Is YLW team escorting VIP in this map?
Force map reset (force_map_reset) (???) <boolean>
Force the map to reset during the force respawn after the round is over.
Switch teams on map win? (switch_teams) (???) <boolean>
Switch the teams when the game is going to be reset.
Show escort progress? (show_escort_progress) (???) <boolean>
Show the progress of the VIP?
Disable VIP death announcer lines (disable_vip_death_announcer) (???) <boolean>
Disable the voice lines that play when the VIP dies?
Bonus crit time (vip_bonus_time) (???) <integer>
Amount of time the vip's killer gets bonus crits.

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!
Spawnflags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.

Inputs

SetRedProgressPath
Sets the path_track to use for progress calculation.
SetBlueProgressPath
Sets the path_track to use for progress calculation.
SetGreenProgressPath
Sets the path_track to use for progress calculation.
SetYellowProgressPath
Sets the path_track to use for progress calculation.

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

OnRedVIPEscape
Sent when Red VIP reaches escape zone and his team wins.
OnBlueVIPEscape
Sent when Blue VIP reaches escape zone and his team wins.
OnGreenVIPEscape
Sent when Green VIP reaches escape zone and his team wins.
OnYellowVIPEscape
Sent when Yellow VIP reaches escape zone and his team wins.
OnRedVIPDeath
Sent when Red VIP dies.
OnBlueVIPDeath
Sent when Blue VIP dies.
OnGreenVIPDeath
Sent when Green VIP dies.
OnYellowVIPDeath
Sent when Yellow VIP dies.

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.