info_tfgoal_timer (Team Fortress Classic) Last edited 16 years ago2008-06-11 08:13:48 UTC

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Point Entity

Think of info_tfgoal_timer as an info_tfgoal on a schedule. This entity acts almost exactly like an info_tfgoal, except that it activates at set intervals. As long as the goal is in the Inactive state, it will wait a given amount of time, move to Active and perform whatever actions it was meant to do, and then move back to the Inactive state again. Over and over, literally like clockwork. To stop an info_tfgoal_timer from activating in this manner, simply Remove it from the game using another goal. This is how scoring is accomplished in maps such as CZ2 and Avanti, where gaining points is based on the amount of time some objective is held or defended.
Info_tfgoal_timer has a few other dramatic differences from info_tfgoal entities # It cannot be activated by player touch, only by other goals and its own internal clock. Also, fields which before specified criteria about what player could Activate the goal now refer to criteria the player must meet to receive the goal's Effects. For instance, if I want to create a goal that gives 10 rockets to all Blue Soldiers every 30 seconds, I would create an info_tfgoal_timer, set the appropriate delay and ammo properties, and then set Team Allowed to Use Goal to Blue and Player Class Allowed to Use Goal to Soldier. This is a key difference between info_tfgoal and info_tfgoal_timer, and I would ask the reader to fully understand this point before continuing. Note that for this to work, the Check APA Criteria Individually flag must be set in Goal Effects, and Effect Radius must be set to a very high value (50000). <BR>

Attributes

[list]
[li]1 = Active If you set this value to Active, the goal will perform its action as soon as the map loads (even before players have joined), and then move to the Inactive state unless it is set to stay active.[/li]
[li]Model path/name.mdl (mdl) - If you wish this goal to be displayed as a model in the game (as is the case with goals used to create ammo packs), give the model's path and filename here. e.g. 'models/backpack.mdl'.[/li]
[li]Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.[/li]
[li]Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.[/li]
[li]Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.[/li]
[li]Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.[/li]
[li]If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.[/li]
[li]If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.[/li]
[li]If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.[/li]
[li]If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.[/li]
[li]If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.[/li]
[li]If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.[/li]
[li]If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.[/li]
[li]If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.[/li]
[li]Affect all on Team (maxammo_shells) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on an entire team rather than just the Activating Player. Options are: [li]Affect all not on Team (maxammo_nails) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on all players in teams other than the one selected, ignoring the Activating Player. Options are: [li]If all goals in group # active... (all_active) - When activated, the entity will check to see if all goals in a given group are active. If so, it will activate another goal, which is specified by last_impulse.[/li]
[li]Remove goal # (rv_g) - When the entity is activated, it will remove the goal specified here.[/li]
[li]Restore goal # (rs_g) - When the entity is activated, it will restore the goal specified here.[/li]
[li]Inactivate goals in group # (inactivate_group_no) - When the entity is activated, it will deactivate all the goals in the group specified here.[/li]
[li]Remove goals in group # (rv_gr) - When the entity is activated, it will remove all the goals in the group specified here.[/li]
[li]Restore goals in group # (rs_gr) - When the entity is activated, it will restore all the goals in the group specified here.[/li]
[li]Remove Spawn point # (remove_spawnpoint) - On activation, the entity will remove the info_player_teamspawn entity with the Goal # entered here. While the spawnpoint is removed, no one can spawn there.[/li]
[li]Restore Spawn point # (restore_spawnpoint) - On activation, the entity will restore a removed info_player_teamspawn entity with the Goal # entered here. After being restored, players can once again spawn at the spawnpoint.[/li]
[li]Remove spawn group # (rv_s_h) - On activation, the entity will remove the group of info_player_teamspawn entities with the Goal Group # entered here. While the spawnpoints are removed, players cannot spawn at them.[/li]
[li]Restore spawn group # (rs_s_h) - On activation, the entity will restore the group of removed info_player_teamspawn entities with the Goal Group # entered here. After being restored, players can once again spawn at the spawnpoints.[/li]
[li]Item to give (items) - Note: There are exceptions (check SmartEdit names).

The Item # of an item_tfgoal entity. When the entity is activated, the Activating Player will be given this item. If the item is already being carried by a player, it will be taken from the carrier and given to the Activating Player.[/li]
[li]Remove item from APA (axhitme) - The Item # of an item_tfgoal entity. When the entity is activated, if the Activating Player is carrying the specified item, it will be removed from him. What happens to it then is determined by the Goal Activation property of the item.[/li]
[li]Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.[/li]
[li]Goal initial state (goal_state) - Under Goal initial state' SmartEdit name, it is the initial state of the goal, with these options: If you set this value to Active, the goal will perform its action as soon as the map loads (even before players have joined), and then move to the Inactive state unless it is set to stay active.[/li]
[li]Entity reference name (for logging) (netname)[/li]
[li]Goal # (goal_no)[/li]
[li]Goal group # (group_no)[/li]
[li]Name (targetname) (targetname)[/li]
[li]Model skin-varies per model (skin)[/li]
[li]Team allowed to use goal (team_no)[/li]
[li]Player class allowed to use goal (playerclass)[/li]
[li]Stay active(sec), -1 stays (wait)[/li]
[li]Delay before activate(sec) (delay_time)[/li]
[li]Effect radius, 0=infinite (t_length)[/li]
[li]If criteria fails activate Goal# (else_goal)[/li]
[li]...activate goal# (last_impulse)[/li]
[li]Activate goal# (activate_goal_no)[/li]
[li]Inactivate goal# (inactivate_goal_no)[/li]
[li]Activate goals in group# (activate_group_no)[/li]
[li]Return item # (return_item_no)[/li]
[li]Remove items in group # (r_i_g)[/li]
[li]Target entity with this targetname (target)[/li]
[li]Remove entity with this targetname (killtarget)[/li]
[li]Play Sound Path/name.wav (noise)[/li]
[li]Add/Subtract frags (frags)[/li]
[li]Add/Subtract lives (lives)[/li]
[li]Add/Subtract health (health)[/li]
[li]Armor Value % (armorvalue)[/li]
[li]Armor Class (armorclass)[/li]
[li]Add/Subtract shells (a_s)[/li]
[li]Add/Subtract nails (a_n)[/li]
[li]Add/Subtract rockets (a_r)[/li]
[li]Add/Subtract cells (a_c)[/li]
[li]Add/Subtract detpack (ammo_detpack)[/li]
[li]Add/subtract grenades #1 (no_grenades_1)[/li]
[li]Add/subtract grenades #2 (no_grenades_2)[/li]
[li]Invincibility duration (invincible_finished)[/li]
[li]Invisibility duration (invisible_finished)[/li]
[li]Quad duration (super_damage_finished)[/li]
[li]Rad Suit duration (radsuit_finished)[/li]
[li]Score to AP team (count)[/li]
[li]Teamcheck team point gain (increase_team)[/li]
[li]Blue point gain (increase_team1)[/li]
[li]Red point gain (increase_team2)[/li]
[li]Yellow point gain (increase_team3)[/li]
[li]Green point gain (increase_team4)[/li]
[li]Length of endround (endround_time)[/li]
[li]Owners endround message (endround_owned_by)[/li]
[li]Non-owners endround message (endround_non_owned_by)[/li]
[li]Endround message for team 1 (endround_team1)[/li]
[li]Endround message for team 2 (endround_team2)[/li]
[li]Endround message for team 3 (endround_team3)[/li]
[li]Endround message for team 4 (endround_team4)[/li]
[li]Owned by-for msg & item glow (owned_by)[/li]
[li]Owned by teamcheck (owned_by_teamcheck)[/li]
[li]Death type (deathtype)[/li]
[li]Message to all (b_b)[/li]
[li]Message to AP (message)[/li]
[li]Message to AP team (b_t)[/li]
[li]Message to non-AP team (b_n)[/li]
[li]Message to owner team (b_o)[/li]
[li]Message to non-owner team(s) (non_owners_team_broadcast)[/li]
[li]Console msg. to all, %s = AP name (n_b)[/li]
[li]Console msg to AP team (n_t)[/li]
[li]Console msg. to non-AP team (n_n)[/li]
[li]Console msg. to owner team (n_o)[/li]
[li]Speak (global) (speak)[/li]
[li]Speak (AP) (AP_speak)[/li]
[li]Speak (AP team) (team_speak)[/li]
[li]Speak (non-AP team) (non_team_speak)[/li]
[li]Speak (owner team) (owners_team_speak)[/li]
[li]Speak (non-owner teams) (non_owners_team_speak)[/li]
[li]Goal Activation bitfields (g_a)[/li]
[li]Goal Effects bitfields (g_e)[/li]
[li]Goal Result bitfields (goal_result)[/li]
[li]Time between activations (search_time)[/li]
[li]Goal Effects bitfields (g_e)[/li]
[li]Goal Result bitfields (goal_result)[/li]
[/list]

Flags

Inputs

Outputs

Notes

Comments

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