Item teamflag: Difference between revisions
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{{IO|ForceReset|Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location.}} | {{IO|ForceReset|Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location.}} | ||
{{IO|SetReturnTime|Set the length of time (in seconds) before a dropped flag returns to base|param=integer}} | {{IO|SetReturnTime|Set the length of time (in seconds) before a dropped flag returns to base|param=integer}} | ||
{{IO|ShowTimer|Shows the timer icon for the length of time specified|param=integer}} | |||
{{IO|TurnOff|Hides the model.}} | {{IO|TurnOff|Hides the model.}} | ||
{{IO|TurnOn|Shows the model.}} | {{IO|TurnOn|Shows the model.}} |
Revision as of 08:35, 30 May 2017
item_teamflag
is a point entity available in Team Fortress 2.
Entity description
This is the "flag" in Team Fortress 2, it also called "intelligence". It is also used for the bomb in the Mann vs. Machine Gamemode, the australium in special defense and the reactor core in robot destruction.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
TeamNum:
- Initial Team (TeamNum) <choices>
- Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in
) !FGD
TFGameType:
- Game Type (GameType) <choices>
- Type of game this flag will be used for.
- 0 : CTF
- 1 : Attack/Defend
- 2 : Territory Control
- 3 : Invade
- 4 : Resource Control
- 5 : Robot Destruction
- 6 : Player Destruction !FGD
- Return time (in seconds) ([todo internal name (i)]) <integer>
- Length of time (in seconds) before dropped flag/intelligence returns to base.
- Trail effects ([todo internal name (i)]) <choices>
- Trail effect to use when play is carrying the flag.
- 0 : None
- 1 : Both
- 2 : Paper trail only
- 3 : Color trail only
- Neutral flag (Invade) ([todo internal name (i)]) <choices>
- Only used for the Invade game type. When should a dropped Invade flag become neutral?
- 0 : Never
- 1 : Default (30 seconds)
- 2 : Half of the Return Time.
- Scoring style (Invade) ([todo internal name (i)]) <choices>
- Only used for the Invade game type. When the Invade flag is captured, how should the team be rewarded? 'Score' is the team score in the scoreboard. 'Capture count' is the team capture count used in the HUD.
- 0 : Increment score
- 1 : Increment capture count
- VisibleWhenDisabled ([todo internal name (i)]) <boolean>
- Makes the flag model show even if the flag is disabled.
- flag_model ([todo internal name (i)]) <studiomodel>
- The model to use for the flag. Defaults to
models/flag/briefcase.mdl
Flags
The flag has no flags.
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- ForceDrop
- Force the flag to be dropped if it's being carried by a player.
- ForceReset
- Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location.
- SetReturnTime <integer >
- Set the length of time (in seconds) before a dropped flag returns to base
- ShowTimer <integer >
- Shows the timer icon for the length of time specified
- TurnOff
- Hides the model.
- TurnOn
- Shows the model.
- skin <integer >
- Set the skin to be used
Outputs
- OnReturn
- Sent when the flag is returned via timer.
- OnPickup
- Sent when the flag is picked up.
- OnPickupTeam1
- Sent when the flag is picked up by RED.
- OnPickupTeam2
- Sent when the flag is picked up by BLU.
- OnDrop
- Sent when the flag is dropped.
- OnCapture
- Sent when the flag is captured.
- OnCapTeam1
- Sent when the flag is captured by RED.
- OnCapTeam2
- Sent when the flag is captured by BLU.
- OnTouchSameTeam
- Sent when the flag is touched by a player on the same team.