Func respawnflag: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
WhosAsking (talk | contribs)  | 
				No edit summary  | 
				||
| (8 intermediate revisions by 8 users not shown) | |||
| Line 1: | Line 1: | ||
{{  | {{Tf2 topicon}}{{LanguageBar}}  | ||
{{CD|CFuncRespawnFlagZone|file1=func_respawnflag.cpp}}  | |||
[[File:Yetipark_2.jpg|thumb|cp_mercenarypark's crocodiles]]  | |||
{{this is a|brush entity|name=func_croc|game=Team Fortress 2}}{{this is a|brush entity|name=func_respawnflag|game=Team Fortress 2}}  | |||
==Entity description==  | ==Entity description==  | ||
Forces flag to return to home when touching this entity. This triggers when flag   | Forces the flag to return to home when touching this entity. This triggers when the flag carrier or flag. This is meant to cover situations in which players carrying the flag may die and leave the flag in an irretrievable position (for example, down the chasm in the middle of Double Cross). When activating the trigger, the flag returns to its spawn position. The flag carrier is considered the [[!activator]].  | ||
==Keyvalues==  | ==Keyvalues==  | ||
{{KV Targetname}}  | {{KV Targetname}}  | ||
{{KV Parentname}}  | {{KV Parentname}}  | ||
{{KV   | {{KV StartDisabled}}  | ||
==Inputs==  | ==Inputs==  | ||
Latest revision as of 11:25, 7 October 2025
| CFuncRespawnFlagZone | 
func_croc  is a   brush entity  available in 
 Team Fortress 2.func_respawnflag  is a   brush entity  available in 
 Team Fortress 2.
Entity description
Forces the flag to return to home when touching this entity. This triggers when the flag carrier or flag. This is meant to cover situations in which players carrying the flag may die and leave the flag in an irretrievable position (for example, down the chasm in the middle of Double Cross). When activating the trigger, the flag returns to its spawn position. The flag carrier is considered the !activator.
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 
Parentname:
- Parent (parentname) <targetname>
 - Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
 
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput). 
Inputs
Parentname:
- 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.
 
- ClearParent
 - Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
EnableDisable:
- Enable / Disable
 - Enable/disable this entity from performing its task. It might also disappear from view.
 
Toggle:
- Toggle
 - Toggle the enabled/disabled status of this entity.