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.
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{{ | {{this is a|logical entity|game=Team Fortress 2|name=team_control_point_master}} | ||
{{stray ent|{{hl2dm}}}} | |||
== | ==Entity description== | ||
This | 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|team_control_point_round]] entities will override settings if they are used. | ||
==Keyvalues== | ==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== | ==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.}} | |||
==Outputs== | ==Outputs== | ||
{{O Targetname}} | |||
{{O|OnWonByTeam1|Sent when RED wins the game.}} | |||
{{O|OnWonByTeam2|Sent when BLUE wins the game.}} | |||
[[ | == See also == | ||
* [[team_control_point]] | |||
* [[team_control_point_round]] | |||
* [[:TF2/Setting_the_cap_point_layout|Setting the cap point layout]] |
Latest revision as of 07:35, 4 June 2025
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.
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).
- 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 1
would 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.