Team control point master: Difference between revisions

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==Keyvalues==
==Keyvalues==
* {{kv targetname}}
* {{kv targetname}}
* '''StartDisabled'''
* {{kv enabledisable}}
: <[[boolean]]>
* '''team_base_icon_2'''
* '''team_base_icon_2'''
: <material> Material for the RED Base icon.
: <material> Material for the RED Base icon.
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==Inputs==
==Inputs==
* {{i targetname}}
* {{i targetname}}
* '''Enable'''
* {{i enabledisable}}
: Enable this entity.
* '''Disable'''
: Disable this entity.
* '''SetWinner'''
* '''SetWinner'''
: <integer> Set the winner of the round to this team (0 for a stalemate, 2 for RED, 3 for BLU).
: <integer> Set the winner of the round to this team (0 for a stalemate, 2 for RED, 3 for BLU).

Revision as of 09:33, 27 September 2007

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Entity Description

Control point master.

Availability

This point entity is exclusive to Team Fortress 2.

Keyvalues

<material> Material for the RED Base icon.
  • team_base_icon_3
<material> Material for the BLU Base icon.
  • caplayout
<string> A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points seperated by commas to denote a new line. So <2,0 1> would create a pyramid, with cap point 2 on the top and cap points 0 & 1 on the bottom.
  • cpm_restrict_team_cap_win
<choices> Prevent this team from winning by capping all the points. This field is ignored if you're using one or more team_control_point_round in your map (set this field inside the rounds).
Literal Value Description
0 Neither
2 RED
3 BLU
  • switch_teams
<boolean> Switch the teams when one team has won the map and the game is going to be reset.

Inputs

<integer> Set the winner of the round to this team (0 for a stalemate, 2 for RED, 3 for BLU).
  • SetCapLayout
<string> Set the cap layout string.

Outputs

Sent when RED wins the game.
  • OnWonByTeam2
Sent when BLUE wins the game.

See Also