Func respawnroomvisualizer: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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*{{i targetname}}
*{{I Parentname}}
*{{I Parentname}}
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==Outputs==
==Outputs==

Revision as of 19:32, 19 January 2009

Template:Wrongtitle

A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.

Entity description

A visual blockade or a wall that prevents players of the opposite team from entering or firing into your team's spawn room. It disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room.

In the special case when a team control point does not have an owner (is gray), the respawnroomvisualizer will be visible, but not solid, to either team. Map developers need to use alternatives to keep players out of these spawnrooms (ie one-way doors, or func brushes that can be killed when the team control point is captured.

Availability

This brush-based entity is exclusive to Team Fortress 2.

Keyvalues

<filterclass> Filter 1-5 - Activator filter to test. You can specify up to five filters with this entity. The activator will be tested against all of them. (???)

Flags

1 : Ignore Player +USE 2 : ???

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • RenderFields:
Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Outputs