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Game team master (GoldSrc): Difference between revisions

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(Created page with "{{This is a|name=game_team_master|e0|engine=1}} This entity can replace the multisource as the master for any entity. It will only be active when the activating team matches t...")
 
(-added class hierarchy, I assume that description is on wrong place)
 
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{{This is a|name=game_team_master|e0|engine=1}} This entity can replace the multisource as the master for any entity. It will only be active when the activating team matches the team index value.
{{CD|CGameTeamMaster|goldsrc=1}}
{{this is a|point entity|name=game_team_master|engine=GoldSrc}} This entity can replace the multisource as the master for any entity. It will only be active when the activating team matches the team index value.


==Key Values==
== Keyvalues ==
{{Hl1_kv_targetname}}
{{Hl1_kv_targetname}}
{{hl1 kv targetx}}
{{hl1 kv targetx}}
{{hl1 kv master}}
{{hl1 kv master}}
{{KV|Team index (-1 {{=}} no team)|intn=teamindex|integer|Activate the target with this trigger state (0 {{=}} off, 1 {{=}} on, 2 {{=}} toggle).}}
{{KV|Team index (-1 {{=}} no team)|intn=teamindex|integer|}}
{{KV|Trigger State|intn=triggerstate|choices}}
{{KV|Trigger State|intn=triggerstate|choices|Activate the target with this trigger state (0 {{=}} off, 1 {{=}} on, 2 {{=}} toggle).}}
:{| class="standard-table"
:{| class="standard-table"
|-
|-
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== Flags ==
== Flags ==
{{fl|1|Remove On fire|The entity will be removed after firing.}}
{{fl|1|Remove On fire|The entity will be removed after firing.}}
[[Category:Entities]]

Latest revision as of 17:07, 7 May 2025

C++ Class hierarchy
CGameTeamMaster
CRulePointEntity
CRuleEntity
CBaseEntity
C++ maprules.cpp

game_team_master is a point entity available in all GoldSrc GoldSrc games. This entity can replace the multisource as the master for any entity. It will only be active when the activating team matches the team index value.

Keyvalues

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.
Delay before trigger (delay) <integer>
Delay in seconds before firing the targeted entity.
Killtarget (killtarget) <targetname>
Entity to remove when activated.
Master (master) <targetname>
Name of a master entity. If the master hasn't been activated, this entity will not activate.
Team index (-1 = no team) (teamindex) <integer>
Trigger State (triggerstate) <choices>
Activate the target with this trigger state (0 = off, 1 = on, 2 = toggle).
# Description
0 Off
1 On
2 Toggle

Flags

Remove On fire : [1]
The entity will be removed after firing.