Item teamflag: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
(Updated with data from tf-abs.fgd) |
||
Line 1: | Line 1: | ||
[[File:Item Flag tf.JPG|thumb|right|200px|A team flag. Don't worry; it's supposed to look like that.]] | |||
[[ | |||
{{tf2 point|item_teamflag}} | |||
== | ==Entity description== | ||
Team Fortress flag entity. | |||
== | ==Keyvalues== | ||
* {{ | {{KV Targetname}} | ||
* ''' | {{KV Parentname}} | ||
{{KV Angles}} | |||
{{KV EnableDisable}} | |||
{{KV TFTeam}} | |||
{{KV TFGameType}} | |||
{{KV|Return time (in seconds)|integer|Length of time (in seconds) before dropped flag/intelligence returns to base.}} | |||
{{KV|Trail effects|choices|Trail effect to use when play is carrying the flag.}} | |||
:* 0 : None | |||
:* 1 : Both | |||
:* 2 : Paper trail only | |||
:* 3 : Color trail only | |||
{{KV|Neutral flag (Invade)|choices|Only used for the Invade game type. When should a dropped Invade flag become neutral?}} | |||
:* 0 : Never | |||
:* 1 : Default (30 seconds) | |||
:* 2 : Half of the Return Time. | |||
{{KV|Scoring style (Invade)|choices|Only used for the Invade game type. When the Invade flag is captured, how should the team be rewarded? 'Score' is the team score in the scoreboard. 'Capture count' is the team capture count used in the HUD.}} | |||
:* 0 : Increment score | |||
:* 1 : Increment capture count | |||
==Flags== | |||
{{I TFTeam}} | |||
==Inputs== | |||
{{I Targetname}} | |||
{{I Parentname}} | |||
{{I Angles}} | |||
{{I EnableDisable}} | |||
{{IO|ForceDrop|Force the flag to be dropped if it's being carried by a player.}} | |||
{{IO|ForceReset|Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location.}} | |||
{{IO|SetReturnTime|Set the length of time (in seconds) before a dropped flag returns to base|param=integer}} | |||
{{IO|TurnOff|Hides the model.}} | |||
{{IO|TurnOn|Shows the model.}} | |||
{{IO|skin|Set the skin to be used|param=integer}} | |||
==Outputs== | |||
{{O Targetname}} | |||
{{IO|OnReturn|Sent when the flag is returned via timer.}} | |||
{{IO|OnPickup|Sent when the flag is picked up.}} | |||
{{IO|OnPickupTeam1|Sent when the flag is picked up by RED.}} | |||
{{IO|OnPickupTeam2|Sent when the flag is picked up by BLU.}} | |||
{{IO|OnDrop|Sent when the flag is dropped.}} | |||
{{IO|OnCapture|Sent when the flag is captured.}} | |||
{{IO|OnCapTeam1|Sent when the flag is captured by RED.}} | |||
{{IO|OnCapTeam2|Sent when the flag is captured by BLU.}} | |||
{{IO|OnTouchSameTeam|Sent when the flag is touched by a player on the same team.}} | |||
== See also == | == See also == | ||
* [[func_capturezone]] | * [[func_capturezone]] | ||
* [[TF2/Flag Game Types|List of flag game types]] | * [[TF2/Flag Game Types|List of flag game types]] | ||
Revision as of 21:57, 9 May 2011
item_teamflag
is a point entity available in Team Fortress 2.
Entity description
Team Fortress flag entity.
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
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.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
TeamNum:
- Initial Team (TeamNum) <choices>
- Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in
) !FGD
TFGameType:
- Game Type (GameType) <choices>
- Type of game this flag will be used for.
- 0 : CTF
- 1 : Attack/Defend
- 2 : Territory Control
- 3 : Invade
- 4 : Resource Control
- 5 : Robot Destruction
- 6 : Player Destruction !FGD
- Return time (in seconds) ([todo internal name (i)]) <integer>
- Length of time (in seconds) before dropped flag/intelligence returns to base.
- Trail effects ([todo internal name (i)]) <choices>
- Trail effect to use when play is carrying the flag.
- 0 : None
- 1 : Both
- 2 : Paper trail only
- 3 : Color trail only
- Neutral flag (Invade) ([todo internal name (i)]) <choices>
- Only used for the Invade game type. When should a dropped Invade flag become neutral?
- 0 : Never
- 1 : Default (30 seconds)
- 2 : Half of the Return Time.
- Scoring style (Invade) ([todo internal name (i)]) <choices>
- Only used for the Invade game type. When the Invade flag is captured, how should the team be rewarded? 'Score' is the team score in the scoreboard. 'Capture count' is the team capture count used in the HUD.
- 0 : Increment score
- 1 : Increment capture count
Flags
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.
Template:I Angles EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- ForceDrop
- Force the flag to be dropped if it's being carried by a player.
- ForceReset
- Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location.
- SetReturnTime <integer >
- Set the length of time (in seconds) before a dropped flag returns to base
- TurnOff
- Hides the model.
- TurnOn
- Shows the model.
- skin <integer >
- Set the skin to be used
Outputs
- OnReturn
- Sent when the flag is returned via timer.
- OnPickup
- Sent when the flag is picked up.
- OnPickupTeam1
- Sent when the flag is picked up by RED.
- OnPickupTeam2
- Sent when the flag is picked up by BLU.
- OnDrop
- Sent when the flag is dropped.
- OnCapture
- Sent when the flag is captured.
- OnCapTeam1
- Sent when the flag is captured by RED.
- OnCapTeam2
- Sent when the flag is captured by BLU.
- OnTouchSameTeam
- Sent when the flag is touched by a player on the same team.