Func respawnroomvisualizer: Difference between revisions
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| [[File:Func respawnroomvisualizer tf.JPG|thumb|200px|A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.]] | [[File:Func respawnroomvisualizer tf.JPG|thumb|200px|A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.]] | ||
| {{CD|CFuncRespawnRoomVisualizer | {{CD|CFuncRespawnRoomVisualizer|file1=func_respawnroom.cpp}} | ||
| {{this is a|brush entity|name=func_respawnroomvisualizer|game=Team Fortress 2}} | {{this is a|brush entity|name=func_respawnroomvisualizer|game=Team Fortress 2}} | ||
| A visual blockade or a wall that prevents players of the opposite team from entering your team's spawn room. The traditional material disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room. This entity does not block weapon fire, be it hitscan or projectiles. | A visual blockade or a wall that prevents players of the opposite team from entering your team's spawn room. The traditional material disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room. This entity does not block weapon fire, be it hitscan or projectiles. | ||
| {{note|Only materials using the correct [[ | {{note|Only materials using the correct [[List Of Material Proxies#Team Fortress 2|material proxy]] will fade.}} | ||
| {{bug|The entity may have sorting issues when materials with transparency are assigned. To fix this, set the Render Mode to Color.}} | {{bug|hidetested=1|The entity may have sorting issues when materials with transparency are assigned. To fix this, set the Render Mode to Color.}} | ||
| In the special case when a {{ent|team_control_point}} does not have an owner (is gray), the <code>func_respawnroomvisualizer</code> will be visible, but not solid, to either team.  Map developers need to use alternatives to keep players out of these spawnrooms (e.g., one-way doors or {{ent|func_brush}}es that can be killed when the <code>team_control_point</code> is captured). | In the special case when a {{ent|team_control_point}} does not have an owner (is gray), the <code>func_respawnroomvisualizer</code> will be visible, but not solid, to either team.  Map developers need to use alternatives to keep players out of these spawnrooms (e.g., one-way doors or {{ent|func_brush}}es that can be killed when the <code>team_control_point</code> is captured). | ||
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| ==Inputs== | ==Inputs== | ||
| {{I|SetSolid|Set whether this area is solid to enemy players or not. 0 {{=}} No, 1 {{=}} Yes|param=bool}} | {{I|SetSolid|Set whether this area is solid to enemy players or not. 0 {{=}} No, 1 {{=}} Yes|param=bool}} | ||
| {{I  | {{I|Enable / Disable|{{Note|Enabling does not re-enable collisions, fire SetSolid 1 after enabling}}}} | ||
| == See Also == | == See Also == | ||
| * {{ent|func_respawnroom}} | * {{ent|func_respawnroom}} | ||
| * {{ent|func_forcefield}} | * {{ent|func_forcefield}} | ||
| * {{ent|func_teamblocker}} and {{ent|func_team_wall}} | * {{ent|func_teamblocker}} and {{ent|func_team_wall}} — analogous {{dods|2}} entities | ||
Latest revision as of 13:55, 7 October 2025

 
|  Class hierarchy | 
|---|
| CFuncRespawnRoomVisualizer | 
|  func_respawnroom.cpp | 
func_respawnroomvisualizer  is a   brush entity  available in  Team Fortress 2.
 Team Fortress 2.
A visual blockade or a wall that prevents players of the opposite team from entering your team's spawn room. The traditional material disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room. This entity does not block weapon fire, be it hitscan or projectiles.
 Note:Only materials using the correct material proxy will fade.
Note:Only materials using the correct material proxy will fade. Bug:The entity may have sorting issues when materials with transparency are assigned. To fix this, set the Render Mode to Color.
Bug:The entity may have sorting issues when materials with transparency are assigned. To fix this, set the Render Mode to Color.In the special case when a team_control_point does not have an owner (is gray), the func_respawnroomvisualizer will be visible, but not solid, to either team.  Map developers need to use alternatives to keep players out of these spawnrooms (e.g., one-way doors or func_brushes that can be killed when the team_control_point is captured).
Like filter_activator_tfteam, this entity will let the winning team pass during the humiliation period.
Keyvalues
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
- 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 theEnableinput).
- Input Filter (InputFilter) <choices>
- Used to specify which inputs this entity will accept.
- 0 : Allow all inputs
- 8 : Ignore Touch/Untouch
- 16 : Ignore Use
- 32 : Ignore All
 
- Associated Respawn Room (respawnroomname) <targetname>
- The func_respawnroom that this entity is visualizing. This entity will have its team matched to that of the func_respawnroomand will have it updated if thefunc_respawnroomever changes team.
- Solid to Enemies (solid_to_enemies) <boolean>
- Determines if this area is solid to enemy players.
- Solidity (solidity) <choices>
- Used to control the solidity/collision of these brushes.
- 0 : Toggle
- 1 : Never Solid
- 2 : Always Solid
 
Flags
- Ignore player +USE : [2]
Inputs
- SetSolid <boolean>
- Set whether this area is solid to enemy players or not. 0 = No, 1 = Yes
- Enable / Disable
 Note:Enabling does not re-enable collisions, fire SetSolid 1 after enabling Note:Enabling does not re-enable collisions, fire SetSolid 1 after enabling
See Also
- func_respawnroom
- func_forcefield
- func_teamblocker and func_team_wall — analogous  Day of Defeat: Source entities Day of Defeat: Source entities
























