Func capturezone: Difference between revisions

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(Updated with data from tf-abs.fgd)
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{{wrongtitle|title=func_capturezone}}
{{tf2 brush|func_capturezone}}


{{Template:Tf2 brush}}
==Entity description==
 
TF flag capture zone. This entity is used in conjunction with [[item_teamflag]] for CTF games. (For capture points in CP maps, use a [[trigger_capture_area]])
==Entity Description==
This entity is used in conjunction with [[item_teamflag]] for CTF games. (For capture points in CP maps, use a [[trigger_capture_area]])


It should be placed where it can be touched by the player so that when they are carrying the enemy  
It should be placed where it can be touched by the player so that when they are carrying the enemy  
intelligence, it can be captured.  
intelligence, it can be captured.  


You only need to specify which team the capture zone belongs to.
You only need to specify which team the capture zone belongs to (set Team to 'any' for Territory Control maps).


==Keyvalues==
==Keyvalues==
{{TODO|Add keyvalues}}
{{KV Targetname}}
{{KV Parentname}}
{{KV EnableDisable}}
{{KV TFTeam}}
{{KV|Capture Point|integer|Used for Attack/Defend and Territory Control maps ONLY. This is ignored for CTF maps. Set this value to the Capture Point number for this entity.}}
 
==Flags==
{{I TFTeam}}
 
==Inputs==
{{I Targetname}}
{{I Parentname}}
{{I EnableDisable}}


[[Category:Team Fortress 2 Entities]]
==Outputs==
{{O Targetname}}
{{IO|OnCapture|Sent when a flag is captured in this zone.}}
{{IO|OnCapTeam1|Sent when RED captures a flag in this zone.}}
{{IO|OnCapTeam2|Sent when BLU captures a flag in this zone.}}

Revision as of 21:28, 9 May 2011

Template:Tf2 brush

Entity description

TF flag capture zone. This entity is used in conjunction with item_teamflag for CTF games. (For capture points in CP maps, use a trigger_capture_area)

It should be placed where it can be touched by the player so that when they are carrying the enemy intelligence, it can be captured.

You only need to specify which team the capture zone belongs to (set Team to 'any' for Territory Control maps).

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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


Capture Point ([todo internal name (i)]) <integer>
Used for Attack/Defend and Territory Control maps ONLY. This is ignored for CTF maps. Set this value to the Capture Point number for this entity.

Flags

SetTeam <integerRedirectInput/integer>
Changes the entity's team.

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.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

OnCapture
Sent when a flag is captured in this zone.
OnCapTeam1
Sent when RED captures a flag in this zone.
OnCapTeam2
Sent when BLU captures a flag in this zone.