team_control_point_master

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team_control_point_master is a point entity available in Team Fortress 2 Team Fortress 2.

Entity description

This entity controls all the control points in a map. It is responsible for the layout of the hud icons as well as some round specific settings. team_control_point_round entities will override settings if they are used.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Material for the RED Base icon (team_base_icon_2) <material>
The default material used for HUD icons for control points owned by RED
Material for the BLUE Base icon (team_base_icon_3) <material>
The default material used for HUD icons for control points owned by BLU
Cap Layout (caplayout) <string>
A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points separated by commas to denote a new line. So 2,0 1 would create a pyramid, with cap point 2 on the top and cap points 0 & 1 on the bottom.
Custom cap position X (custom_position_x) <float>
Set the cap layout custom X position [0,1]
Custom cap position Y (custom_position_y) <float>
Set the cap layout custom Y position [0,1]
Restrict team from winning (cpm_restrict_team_cap_win) <choices>
Prevent this team from winning by capping all the points. This field is ignored if you're using control_point_rounds in your map (set the corresponding field inside the rounds).
  • 0 : Neither
  • 1 : Both
  • 2 : Red
  • 3 : Blue
Switch teams on map win? (switch_teams) <boolean>
Switch the teams when one team has won the map and the game is going to be reset.
Scoring style (score_style) <choices>
Sets the style of scoring used for capture point maps.
  • 0 : Add team score for each round won
  • 1 : Add team score for each captured point
Play all rounds before changelevel (play_all_rounds) <choices>
Determines whether the server may changelevel when mp_timelimit is up before all mini-rounds have been completed (for maps like Dustbowl).
  • 0 : Changelevel normally
  • 1 : Only changelevel after all mini-rounds have been played to completion
Partial cap rate (partial_cap_points_rate) <float>
Rate at which to give partial cap points for area captures.

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 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.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) (also in Team Fortress 2)
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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !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.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetWinner <integer>
Set the winner of the round to this team (0 for a stalemate).
Icon-Bug.pngBug:Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.
SetWinnerAndForceCaps <integer>
Set the winner of the round to this team and give them ownership of all points.
Icon-Bug.pngBug:Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.
SetCapLayout <string>
Set the cap layout string.
Icon-Bug.pngBug:The layout will not work correctly if the team_control_point indeces are not consecutive starting from 0. Eg. indeces 0, 1, 3 will not work correctly.

Outputs


Targetname:
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.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.
OnWonByTeam1
Sent when RED wins the game.
OnWonByTeam2
Sent when BLUE wins the game.

See also