team_control_point_master

From Valve Developer Community

Jump to: navigation, search


Contents

Entity description

This entity is used to tailor the control point map style and act as a central hub to which all control points answer. For instance: If one was making a map in which the first and second red, and first and second blue control points were locked, but capturing the middle was open, then the cap layout function would be used and a hierarchy tree would be made <2, 0 1 3 4>. Use it to switch teams, or control point styles. Exploring this entity is essential, and even the simplest cp_ map should have one.

Availability

This point entity is exclusive to Team Fortress 2.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).
  • team_base_icon_2
<material> Material for the RED Base icon.
  • team_base_icon_3
<material> Material for the BLU Base icon.
  • cap_layout
<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.
  • cpm_restrict_team_cap_win
<choices> Prevent this team from winning by capping all the points. This field is ignored if you're using one or more team_control_point_round in your map (set this field inside the rounds).
Literal Value Description
0 Neither
2 RED
3 BLU
  • switch_teams
<boolean> Switch the teams when one team has won the map and the game is going to be reset.
  • play_all_rounds
<choices> Control whether the game can end after any team_control_point_round. (e.g. map changing on map time expiring)
Literal Value Description
0 Game can end after any round finishes.
1 Game can only end after a team fully wins. (i.e. Dustbowl: either Blue caps the final point, or time expires and Red wins)
  • score_style
<choices> Controls the scoring system for each team.
Literal Value Description
0 Teams earn one team point for a win.
1 Teams earn one team point every time that team captures a control point in addition to one team point for a win.
If the win is triggered by taking the last capture point, only one point is awarded. (i.e. Dustbowl: Blue earns one point per capture point taken)
  • partial_cap_points_rate
<float> Rate at which player scores points during capture. When set to <0> the player scores only one capture-point. If set to non-zero, players can score additional capture-points as long as the point remains active - regardless of team-control.

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • 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, 2 for RED, 3 for BLU).
  • SetCapLayout
<string> Set the cap layout string.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired 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

Personal tools