Team control point master: Difference between revisions
		
		
		
		
		
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Bug:Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.
Bug:Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.
Bug: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.
		
	
m (Robot: fixing template case.)  | 
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{{  | {{CD|CTeamControlPointMaster|file1=team_control_point_master.cpp}}  | ||
{{this is a|logical entity|game=Team Fortress 2|name=team_control_point_master}}  | |||
{{stray ent|{{hl2dm}}}}  | |||
== Entity description ==  | ==Entity description==  | ||
This entity   | 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==  | ||
{{KV Targetname}}  | |||
{{KV StartDisabled}}  | |||
{{KV|Material for the RED Base icon|intn=team_base_icon_2|material|The default material used for HUD icons for control points owned by RED}}  | |||
{{KV|Material for the BLUE Base icon|intn=team_base_icon_3|material|The default material used for HUD icons for control points owned by BLU}}  | |||
{{KV|Cap Layout|intn=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 <code>2,0 1</code> would create a pyramid, with cap point 2 on the top and cap points 0 & 1 on the bottom.}}  | |||
{{KV|Custom cap position X|intn=custom_position_x|float|Set the cap layout custom X position [0,1]}}  | |||
{{KV|Custom cap position Y|intn=custom_position_y|float|Set the cap layout custom Y position [0,1]}}  | |||
{{KV|Restrict team from winning|intn=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  | |||
{{KV|Switch teams on map win?|intn=switch_teams|boolean|Switch the teams when one team has won the map and the game is going to be reset.}}  | |||
{{KV|Scoring style|intn=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  | |||
{{KV|Play all rounds before changelevel|intn=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  | |||
{{KV|Partial cap rate|intn=partial_cap_points_rate|float|Rate at which to give partial cap points for area captures.}}  | |||
==   | ==Inputs==  | ||
{{I Targetname}}  | |||
{{I EnableDisable}}  | |||
{{I|SetWinner|Set the winner of the round to this team (0 for a stalemate).|param=integer}}  | |||
{{bug|hidetested=1|Firing this Input when a point capture is ''in progress'' will not cancel the capture, resulting in an Overtime condition.}}  | |||
{{I|SetWinnerAndForceCaps|Set the winner of the round to this team and give them ownership of all points.|param=integer}}  | |||
{{bug|hidetested=1|Firing this Input when a point capture is ''in progress'' will not cancel the capture, resulting in an Overtime condition.}}  | |||
{{I|SetCapLayout|Set the cap layout string.|param=string}}  | |||
{{bug|hidetested=1|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.}}  | |||
|  | |||
| 1 |  | |||
|  | |||
=  | |||
== Outputs ==  | ==Outputs==  | ||
{{O Targetname}}  | |||
{{O|OnWonByTeam1|Sent when RED wins the game.}}  | |||
{{O|OnWonByTeam2|Sent when BLUE wins the game.}}  | |||
== See also ==  | == See also ==  | ||
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* [[team_control_point_round]]  | * [[team_control_point_round]]  | ||
* [[:TF2/Setting_the_cap_point_layout|Setting the cap point layout]]  | * [[:TF2/Setting_the_cap_point_layout|Setting the cap point layout]]  | ||
Latest revision as of 08:02, 13 October 2025
| CTeamControlPointMaster | 
team_control_point_master  is a   logical entity  available in 
 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
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput). 
- 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 1would 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
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).
 
- SetWinnerAndForceCaps <integer>
 - Set the winner of the round to this team and give them ownership of all points.
 
- SetCapLayout <string>
 - Set the cap layout string.
 
Outputs
- OnWonByTeam1
 - Sent when RED wins the game.
 
- OnWonByTeam2
 - Sent when BLUE wins the game.