dod_control_point
dod_control_point
is a point entity available in Day of Defeat: Source.
This entity is usually represented visually by a flag (but is not required). In turn, it represents a capturable location within the map.
Note:This entity works in conjunction with
Dod_capture_area
.Note:A maximum of 8 control points can be in a single map.
Contents
Key Values
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Angles:
- Pitch Yaw Roll (Y Z X)
(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.
EnableDisable:
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
- LOCALIZED name to print on the hud
(point_printname)
<string> - The control point name displayed on the Hud when captured. Can be either a regular string or a reference to a localization string.
- Time based point value for Allies
(point_timedpoints_allies)
<integer> - Points given to allies as they own this flag over time.
- Time based point value for Axis
(point_timedpoints_axis)
<integer> - Points given to axis as they own this flag over time.
- Default Owner of the control point
(point_default_owner)
<choices> - The default owner of this control point at round start.
- Neither (default value)
- Allies
- Axis
- Sound Made when Axis captures
(point_axis_capsound)
<sound> - Sound made when axis captures. The official maps use
Voice.German_FlagCapture
.
- Sound Made when Allies captures
(point_allies_capsound)
<sound> - Sound made when allies captures. The official maps use
Voice.US_FlagCapture
.
- Sound Made when point resets
(point_resetsound)
<sound> - Sound made when point resets.
Display model:
Important:Avoid changing the Axis/Allies/Reset models and bodygroups from Valve's defaults unless you know what you are doing; players rely upon these to know who owns a control point!
- Allies Model
(point_allies_model)
<string> - Model when allies own point.
- Allies model bodygroup
(point_allies_model_bodygroup)
<integer> - Allies model bodygroup. Default value used by Valve is "1".
- Axis Model
(point_axis_model)
<string> - Model when axis own point.
- Axis model bodygroup
(point_axis_model_bodygroup)
<integer> - Axis model bodygroup. Default value used by Valve is "0".
- Reset Model
(point_reset_model)
<string> - Reset model when point reset or nobody own the point.
- Reset model bodygroup
(point_reset_model_bodygroup)
<integer> - Reset model bodygroup. Default value used by Valve is "3".
- Group Index
(point_group)
<integer>
- Index of this point (unique)
(point_index)
<integer> - The unique number of this control point to refer
Dod_capture_area
.
- Hud icon material when nobody owns point
(point_hud_icon_neutral)
<material> - The material to show on the Hud when nobody owns the point.
- Hud icon material when Axis owns point
(point_hud_icon_axis)
<material> - The material to show on the Hud when Axis owns the point.
- Hud icon material when Allies owns point
(point_hud_icon_allies)
<material> - The material to show on the Hud when Allies owns the point.
- Hud icon - Bomb planted
(point_hud_icon_timercap)
<material> - The material to show on the Hud when a bomb is planted.
- Hud icon - Point destroyed
(point_hud_icon_bombed)
<material> - The material to show on the Hud when the point is destroyed.
- Number of Bombs required to destroy
(point_num_bombs)
<choices> - The number of bomb required to destroy the point, if used as a bomb objective. Ignore if used as a flag.
- 0 (default value)
- 1
- 2
- 3
Flags
- [
1
] : Hide Control Point on HUD
If un-ticked an icon will be shown on the HUD, in the top left hand side of the display giving the status of the control point, to all the players in the game.
- [
2
] : Start with model hidden
- [
4
] : Give tick points for bombs remaining
Inputs
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
RoundInit
- Re initializes the round
RoundStart
- Restarts the round
SetTeam <choices>
- Used for the filtering of this entity.
Literal Value Description 0 No 2 Allies 3 Axis
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
OnAlliesCap
- Trigger when the allies cap
OnAxisCap
- Trigger when the axis cap
OnCapReset
- Trigger on round reset