Func respawnroomvisualizer: Difference between revisions
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A visual blockade or a wall that prevents players of the opposite team from entering or firing into your team's spawn room. It 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 or firing into your team's spawn room. It disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room. | ||
In the special case when a [[team control point]] does not have an owner (is gray), the respawnroomvisualizer will be visible, but not solid, to either team. Map developers need to use alternatives to keep players out of these spawnrooms (ie one-way doors, or [[func brush]]es that can be killed when the [[team control point]] is captured. | |||
== Availability == | == Availability == |
Revision as of 12:06, 20 January 2008
Entity description
A visual blockade or a wall that prevents players of the opposite team from entering or firing into your team's spawn room. It disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room.
In the special case when a team control point does not have an owner (is gray), the respawnroomvisualizer will be visible, but not solid, to either team. Map developers need to use alternatives to keep players out of these spawnrooms (ie one-way doors, or func brushes that can be killed when the team control point is captured.
Availability
This brush-based entity is exclusive to Team Fortress 2.
Keyvalues
- Template:Kv targetname
- Template:Kv parentname
- Template:Kv origin
- Template:Kv renderfields
- Template:Kv shadow
- Filter01-05
- <filterclass> Filter 1-5 - Activator filter to test. You can specify up to five filters with this entity. The activator will be tested against all of them. (???)
Flags
1 : Ignore Player +USE 2 : ???