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

A team flag. Don't worry; it's supposed to look like that.

Team Fortress 2 item_teamflag is a point entity available in Team Fortress 2 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 or target).
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 theEnableinput).
TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !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
ReturnBetweenWaves ([todo internal name (i)]) <boolean>
VisibleWhenDisabled ([todo internal name (i)]) <boolean>
Makes the flag model show even if the flag is disabled.
flag_icon ([todo internal name (i)]) <material>
The hud icon to use for the flag
flag_paper ([todo internal name (i)]) <string>
The particle effect to use for the paper trail
flag_trail ([todo internal name (i)]) <string>
The particle effect to use for the color trail
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 <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.
SetTeam <integerRedirectInput/integer>
Changes the entity's team.
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 <integerRedirectInput/integer>
Set the length of time (in seconds) before a dropped flag returns to base
ShowTimer <integerRedirectInput/integer>
Shows the timer icon for the length of time specified
TurnOff
Hides the model.
TurnOn
Shows the model.
skin <integerRedirectInput/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.

See also