info_tfgoal_timer (Team Fortress Classic) Last edited 4 years ago2020-06-02 12:36:14 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).

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