Dod control point master: Difference between revisions

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m (Substituted IO templates)
(→‎Outputs: !activator)
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==Outputs==
==Outputs==
{{O|OnAlliesWin|Fires when the Allies win.}}
{{O|OnAlliesWin|ac-is-self=1|Fires when the Allies win.}}
{{O|OnAxisWin|Fires when the Axis win.}}
{{O|OnAxisWin|ac-is-self=1|Fires when the Axis win.}}
:{{Note|Should not be used for victory music, as it will be overlaid over the vanilla music. The default [[soundscripts]] should be overridden using {{file|maps/<mapname>_sounds|txt}} instead.}}
:{{Note|Should not be used for victory music, as it will be overlaid over the vanilla music. The default [[soundscripts]] should be overridden using {{file|maps/<mapname>_sounds|txt}} instead.}}


== See also ==
== See also ==
* {{ent|dod_control_point}}
* {{ent|dod_control_point}}

Revision as of 11:15, 24 April 2025

C++ Class hierarchy
CControlPointMaster
CBaseEntity
C++ dod_control_point_master

dod_control_point_master is a point entity available in Day of Defeat: Source Day of Defeat: Source.

This entity controls and checks the status of the control points on the map to determine a winner. Also allows for a timed map to be set up that allows for one team or the other to win after a certain amount of time. This will even show a timer countdown box in the upper left corner of the HUD.

Key Values

Use round timer? (cpm_use_timer) <boolean>
Enables round time limit (spawning a dod_round_timer).
Round timer length in seconds (cpm_timer_length) <integer>
Which team wins when timer expires (cpm_timer_team) <choices>
Literal Value Description
0 Neither
2 Allies
3 Axis
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
AddTimerSeconds <integerRedirectInput/integer>
Add seconds to the duration of the round timer
RoundInit
Re initializes the round. !FGD

Outputs

OnAlliesWin
!activator = !caller = this entity
Fires when the Allies win.
OnAxisWin
!activator = !caller = this entity
Fires when the Axis win.
Note.pngNote:Should not be used for victory music, as it will be overlaid over the vanilla music. The default soundscripts should be overridden using 🖿maps/<mapname>_sounds.txt instead.

See also