Func respawnroomvisualizer: Difference between revisions

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{{LanguageBar}}
[[File:Func respawnroomvisualizer tf.JPG|thumb|200px|A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.]]
{{CD|CFuncRespawnRoomVisualizer|nolink=1file1=func_respawnroom.cpp}}
{{this is a|brush entity|name=func_respawnroomvisualizer|game=Team Fortress 2}}
{{this is a|brush entity|name=func_respawnroomvisualizer|game=Team Fortress 2}}


==Entity Description==
[[File:Func respawnroomvisualizer tf.JPG|thumb|200px|A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.]]
A visual blockade or a wall that prevents players of the opposite team from entering your team's spawn room. The traditional material disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room.
A visual blockade or a wall that prevents players of the opposite team from entering your team's spawn room. The traditional material disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room.


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Like <code>[[filter_activator_tfteam]]</code>, this entity will let the winning team pass during the humiliation period.
Like <code>[[filter_activator_tfteam]]</code>, this entity will let the winning team pass during the humiliation period.


== Keyvalues ==
{{Brush rendering note}}


{{clr}}
{{KV Targetname}}
 
==Keyvalues==
{{KV BaseEntity|l4d2=1|brush=1|noscroll=0}}
{{KV EnableDisable}}
{{KV EnableDisable}}
{{KV Inputfilter}}
{{KV Inputfilter}}
{{KV Shadow|prep2=1}}
{{KV RenderFields}}
{{KV|Associated Respawn Room|target_destination|intn=respawnroomname|The {{ent|func_respawnroom}} that this entity is visualizing. This entity will have its team matched to that of the <code>func_respawnroom</code> and will have it updated if the <code>func_respawnroom</code> ever changes team.}}
{{KV|Associated Respawn Room|target_destination|intn=respawnroomname|The {{ent|func_respawnroom}} that this entity is visualizing. This entity will have its team matched to that of the <code>func_respawnroom</code> and will have it updated if the <code>func_respawnroom</code> ever changes team.}}
{{KV|Solid to Enemies|boolean|intn=solid_to_enemies|Determines if this area is solid to enemy players.}}
{{KV|Solid to Enemies|boolean|intn=solid_to_enemies|Determines if this area is solid to enemy players.}}
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:* 1 : Never Solid
:* 1 : Never Solid
:* 2 : Always Solid
:* 2 : Always Solid
{{KV|Shadows|boolean|intn=vrad_brush_cast_shadows|Set this if this brush casts lightmap shadows.}}


==Flags==
== Flags ==
{{fl|2|Ignore player +USE}}
{{fl|2|Ignore player +USE}}


==Inputs==
==Inputs==
{{I BaseEntity|noscroll=0}}
{{I|SetSolid|Set whether this area is solid to enemy players or not. 0 {{=}} No, 1 {{=}} Yes|param=bool}}
{{I EnableDisable}}
{{I EnableDisable}}
{{I Shadow|prep2=1}}
{{I RenderFields}}
{{IO|SetSolid|Set whether this area is solid to enemy players or not. 0 {{=}} No, 1 {{=}} Yes|param=bool}}
==Outputs==
{{O BaseEntity}}


== See Also ==
== See Also ==

Revision as of 13:57, 25 September 2024

English (en)Translate (Translate)
A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.
C++ Class hierarchy
CFuncRespawnRoomVisualizer
CFuncBrush
CBaseEntity
C++

func_respawnroomvisualizer is a brush entity available in Team Fortress 2 Team Fortress 2.

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

Note.pngNote:This entity does not block weapon fire, be it hitscan or projectiles.
Note.pngNote:Only materials using the correct material proxy will fade.

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

Like filter_activator_tfteam, this entity will let the winning team pass during the humiliation period.

Keyvalues

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs


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).
Inputfilter:
Input Filter (InputFilter) <choices>
Used to specify which inputs this entity will accept.
  • 0 : Allow all inputs
  • 8 : Ignore Touch/Untouch
  • 16 : Ignore Use
  • 32 : Ignore All
Associated Respawn Room (respawnroomname) <targetname>
The func_respawnroom that this entity is visualizing. This entity will have its team matched to that of the func_respawnroom and will have it updated if the func_respawnroom ever changes team.
Solid to Enemies (solid_to_enemies) <boolean>
Determines if this area is solid to enemy players.
Solidity (solidity) <choices>
Used to control the solidity/collision of these brushes.
  • 0 : Toggle
  • 1 : Never Solid
  • 2 : Always Solid

Flags

Ignore player +USE : [2]

Inputs

SetSolid <booleanRedirectInput/boolean>
Set whether this area is solid to enemy players or not. 0 = No, 1 = Yes

EnableDisable:

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

See Also