Team control point master: Difference between revisions

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{{I EnableDisable}}
{{I EnableDisable}}
{{IO|SetWinner|Set the winner of the round to this team (0 for a stalemate).|param=integer}}
{{IO|SetWinner|Set the winner of the round to this team (0 for a stalemate).|param=integer}}
{{bug|Firing this Input when a point capture is ''in progress'' will not cancel the capture, resulting in an Overtime condition.}}
{{IO|SetWinnerAndForceCaps|Set the winner of the round to this team and give them ownership of all points.|param=integer}}
{{IO|SetWinnerAndForceCaps|Set the winner of the round to this team and give them ownership of all points.|param=integer}}
{{bug|Firing this Input when a point capture is ''in progress'' will not cancel the capture, resulting in an Overtime condition.}}
{{IO|SetCapLayout|Set the cap layout string.|param=string}}
{{IO|SetCapLayout|Set the cap layout string.|param=string}}



Revision as of 23:45, 4 June 2012

Team Fortress 2 team_control_point_master is a point entity available in Team Fortress 2 Team Fortress 2.

Entity description

This entity is used to tailor the control point map style and act as a central hub to which all control points answer. For instance: If one was making a map in which the first and second red, and first and second blue control points were locked, but capturing the middle was open, then the cap layout function would be used and a hierarchy tree would be made <2, 0 1 3 4>. Use it to switch teams, or control point styles. Exploring this entity is essential, and even the simplest cp_ map should have one.

Keyvalues

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).
Material for the RED Base icon ([todo internal name (i)]) <material>
Material for the BLUE Base icon ([todo internal name (i)]) <material>
Cap Layout ([todo internal name (i)]) <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.
Restrict team from winning ([todo internal name (i)]) <choices>
Prevent this team from winning by capping all the points. This field is ignored if you're using control_point_rounds in your map (set this field inside the rounds).
  • 0 : Neither
  • 1 : Both
  • 2 : Red
  • 3 : Blue
Switch teams on map win? ([todo internal name (i)]) <boolean>
Switch the teams when one team has won the map and the game is going to be reset.
Scoring style ([todo internal name (i)]) <choices>
Sets the style of scoring used for capture point maps.
  • 0 : Add team score for each round won
  • 1 : Add team score for each captured point
Play all rounds before changelevel ([todo internal name (i)]) <choices>
Determines whether the server may changelevel when mp_timelimit is up before all mini-rounds have been completed (for maps like Dustbowl).
  • 0 : Changelevel normally
  • 1 : Only changelevel after all mini-rounds have been played to completion
Partial cap rate ([todo internal name (i)]) <float>
Rate at which to give partial cap points for area captures.

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetWinner <integerRedirectInput/integer>
Set the winner of the round to this team (0 for a stalemate).
Icon-Bug.pngBug:Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.  [todo tested in ?]
SetWinnerAndForceCaps <integerRedirectInput/integer>
Set the winner of the round to this team and give them ownership of all points.
Icon-Bug.pngBug:Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.  [todo tested in ?]
SetCapLayout <stringRedirectInput/string>
Set the cap layout string.

Outputs

OnWonByTeam1
Sent when RED wins the game.
OnWonByTeam2
Sent when BLUE wins the game.

See also