Func respawnroomvisualizer: Difference between revisions
(→Inputs) |
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified) |
||
(One intermediate revision by one other user not shown) | |||
Line 7: | Line 7: | ||
{{note|Only materials using the correct [[List_Of_Material_Proxies#Team_Fortress_2|material proxy]] will fade.}} | {{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). | ||
Line 36: | Line 36: | ||
* {{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 07:13, 20 May 2025


![]() |
---|
CFuncRespawnRoomVisualizer |
![]() |
func_respawnroomvisualizer
is a brush entity available in 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.


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

- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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
Enable
input).
- 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_respawnroom
and will have it updated if thefunc_respawnroom
ever 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
See Also
- func_respawnroom
- func_forcefield
- func_teamblocker and func_team_wall — analogous
Day of Defeat: Source entities