Team control point master: Difference between revisions

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{{wrongtitle|title=team_control_point_master}}
{{this is a|logical entity|game=Team Fortress 2|name=team_control_point_master}}
==Entity Description==
{{stray ent|{{hl2dm}}}}
Control point master. <!-- The one who plays with the puppets -->


==Availability==
==Entity description==
This point [[entity]] is exclusive to Team Fortress 2.
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 Targetname}}
* {{kv angles}}
{{KV StartDisabled}}
* '''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}}
: <[[boolean]]>
{{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}}
* '''team_base_icon_2'''
{{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.}}
: <material> Material for the RED Base icon.
{{KV|Custom cap position X|intn=custom_position_x|float|Set the cap layout custom X position [0,1]}}
* '''team_base_icon_3'''
{{KV|Custom cap position Y|intn=custom_position_y|float|Set the cap layout custom Y position [0,1]}}
: <material> Material for the BLU Base icon.
{{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).}}
* '''caplayout'''
:* 0 : Neither
: <string> A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points seperated 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.
:* 1 : Both
* '''cpm_restrict_team_cap_win'''
:* 2 : Red
: <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 this field inside the rounds).
:* 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.}}
! Literal Value || Description
{{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
| 0 || Neither
:* 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).}}
| 2 || RED
:* 0 : Changelevel normally
|-
:* 1 : Only changelevel after all mini-rounds have been played to completion
| 3 || BLU
{{KV|Partial cap rate|intn=partial_cap_points_rate|float|Rate at which to give partial cap points for area captures.}}
|}
* '''switch_teams'''
: <boolean> Switch the teams when one team has won the map and the game is going to be reset.
 
 
==Flags==
This entity doesn't have any flags.


==Inputs==
==Inputs==
* {{i targetname}}
{{I Targetname}}
* '''Enable'''
{{I EnableDisable}}
: Enable this entity.
{{I|SetWinner|Set the winner of the round to this team (0 for a stalemate).|param=integer}}
* '''Disable'''
{{bug|hidetested=1|Firing this Input when a point capture is ''in progress'' will not cancel the capture, resulting in an Overtime condition.}}
: Disable this entity.
{{I|SetWinnerAndForceCaps|Set the winner of the round to this team and give them ownership of all points.|param=integer}}
* '''SetWinner'''
{{bug|hidetested=1|Firing this Input when a point capture is ''in progress'' will not cancel the capture, resulting in an Overtime condition.}}
: <int> Set the winner of the round to this team (0 for a stalemate, 2 for RED, 3 for BLU).
{{I|SetCapLayout|Set the cap layout string.|param=string}}
* '''SetCapLayout'''
{{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.}}
: <string> Set the cap layout string.


==Outputs==
==Outputs==
* {{o targetname}}
{{O Targetname}}
* '''OnWonByTeam1'''
{{O|OnWonByTeam1|Sent when RED wins the game.}}
: Sent when RED wins the game.
{{O|OnWonByTeam2|Sent when BLUE wins the game.}}
* '''OnWonByTeam2'''
: Sent when BLUE wins the game.


==See Also==
== See also ==
* [[team_control_point]]
* [[team_control_point]]
* [[team_control_point_round]]
* [[team_control_point_round]]
 
* [[:TF2/Setting_the_cap_point_layout|Setting the cap point layout]]
[[Category:Team Fortress 2 Entities]]

Latest revision as of 07:35, 4 June 2025

team_control_point_master is a logical entity available in Team Fortress 2 Team Fortress 2.

Note.pngNote:This entity is also in the code for Half-Life 2: Deathmatch. Its functionality is not guaranteed.


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 or target).
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).
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 <integerRedirectInput/integer>
Set the winner of the round to this team (0 for a stalemate).
Icon-Bug.pngBug:Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.
SetWinnerAndForceCaps <integerRedirectInput/integer>
Set the winner of the round to this team and give them ownership of all points.
Icon-Bug.pngBug:Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.
SetCapLayout <stringRedirectInput/string>
Set the cap layout string.
Icon-Bug.pngBug: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

OnWonByTeam1
Sent when RED wins the game.
OnWonByTeam2
Sent when BLUE wins the game.

See also