Func respawnroomvisualizer: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
m (filled in some variable names, cleaned up template usage a bit)
Line 1: Line 1:
{{this is a|brush entity|name=func_respawnroomvisualizer|game=Team Fortress 2}}
{{this is a|brush entity|name=func_respawnroomvisualizer|game=Team Fortress 2}}


==Entity description==
==Entity Description==
[[File:Func respawnroomvisualizer tf.JPG|thumb|200px|A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.]]
[[File:Func respawnroomvisualizer tf.JPG|thumb|200px|A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.]]
A visual blockade or a wall that prevents players of the opposite team from entering your team's spawn room. The traditional material 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 your team's spawn room. The traditional material disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room.
Line 9: Line 9:
{{note|Only materials using the correct [[List_Of_Material_Proxies#Team_Fortress_2|material proxy]] will fade.}}
{{note|Only materials using the correct [[List_Of_Material_Proxies#Team_Fortress_2|material proxy]] will fade.}}


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 (i.e., one-way doors, or [[func brush]]es that can be killed when the [[team control point]] is captured).
In the special case when a {{ent|team_control_point}} does not have an owner (is gray), the <code>func_respawnroomvisualizer</code> will be visible, but not solid, to either team.  Map developers need to use alternatives to keep players out of these spawnrooms (e.g., one-way doors or {{ent|func_brush}}es that can be killed when the <code>team_control_point</code> is captured).


Like <code>[[filter_activator_tfteam]]</code>, this entity will let the winning team pass during the humiliation period.
Like <code>[[filter_activator_tfteam]]</code>, this entity will let the winning team pass during the humiliation period.
Line 17: Line 17:


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV BaseEntity|l4d2=1|brush=1|noscroll=0}}
{{KV Parentname}}
{{KV EnableDisable}}
{{KV EnableDisable}}
{{KV Origin}}
{{KV Inputfilter}}
{{KV Global}}
{{KV Shadow|prep2=1}}
{{KV InputFilter}}
{{KV Shadow}}
{{KV RenderFields}}
{{KV RenderFields}}
{{KV|Associated Respawn Room|target_destination|The func_respawnroom that this entity is visualizing. This entity will have its team matched to that for the func_respawnroom, and will have it updated if the func_respawnroom ever changes team.}}
{{KV|Associated Respawn Room|target_destination|intn=respawnroomname|The {{ent|func_respawnroom}} that this entity is visualizing. This entity will have its team matched to that of the <code>func_respawnroom</code> and will have it updated if the <code>func_respawnroom</code> ever changes team.}}
{{KV|Solid to Enemies|boolean|Determines if this area is solid to enemy players.}}
{{KV|Solid to Enemies|boolean|intn=solid_to_enemies|Determines if this area is solid to enemy players.}}
{{KV|Solidity|choices|Used to control the solidity/collision of these brushes.}}
{{KV|Solidity|choices|intn=solidity|Used to control the solidity/collision of these brushes.}}
:* 0 : Toggle
:* 0 : Toggle
:* 1 : Never Solid
:* 1 : Never Solid
:* 2 : Always Solid
:* 2 : Always Solid
{{KV|Shadows|boolean|Set this if this brush casts lightmap shadows.}}
{{KV|Shadows|boolean|intn=vrad_brush_cast_shadows|Set this if this brush casts lightmap shadows.}}


==Flags==
==Flags==
* 2 : Ignore player +USE
{{fl|2|Ignore player +USE}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I BaseEntity|noscroll=0}}
{{I Parentname}}
{{I EnableDisable}}
{{I EnableDisable}}
{{I Shadow}}
{{I Shadow|prep2=1}}
{{I RenderFields}}
{{I RenderFields}}
{{IO|SetSolid|Set whether this area is solid to enemy players or not. 0 {{=}} No, 1 {{=}} Yes|param=bool}}
{{IO|SetSolid|Set whether this area is solid to enemy players or not. 0 {{=}} No, 1 {{=}} Yes|param=bool}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity}}


== See also ==
== See Also ==
* {{ent|func_respawnroom}}
* {{ent|func_respawnroom}}
* {{ent|func_forcefield}}
* {{ent|func_forcefield}}
* {{ent|func_teamblocker}} and {{ent|func_team_wall}} - analogous {{dods|2}} entities
* {{ent|func_teamblocker}} and {{ent|func_team_wall}}—analogous {{dods|2}} entities

Revision as of 20:50, 18 July 2024

func_respawnroomvisualizer is a brush entity available in Team Fortress 2 Team Fortress 2.

Entity Description

A visual blockade that appears only when the opposing team gets close to the entrance of your team's spawn room.

A visual blockade or a wall that prevents players of the opposite team from entering your team's spawn room. The traditional material disappears as the player gets farther away, and fades in as the player gets closer to the entrance of the room.

Note.pngNote:This entity does not block weapon fire, be it hitscan or projectiles.
Note.pngNote:Only materials using the correct material proxy will fade.

In the special case when a team_control_point does not have an owner (is gray), the func_respawnroomvisualizer will be visible, but not solid, to either team. Map developers need to use alternatives to keep players out of these spawnrooms (e.g., one-way doors or func_brushes that can be killed when the team_control_point is captured).

Like filter_activator_tfteam, this entity will let the winning team pass during the humiliation period.


Keyvalues

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Inputfilter:
Input Filter (InputFilter) <choices>
Used to specify which inputs this entity will accept.
  • 0 : Allow all inputs
  • 8 : Ignore Touch/Untouch
  • 16 : Ignore Use
  • 32 : Ignore All

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Associated Respawn Room (respawnroomname) <targetname>
The func_respawnroom that this entity is visualizing. This entity will have its team matched to that of the func_respawnroom and will have it updated if the func_respawnroom ever changes team.
Solid to Enemies (solid_to_enemies) <boolean>
Determines if this area is solid to enemy players.
Solidity (solidity) <choices>
Used to control the solidity/collision of these brushes.
  • 0 : Toggle
  • 1 : Never Solid
  • 2 : Always Solid
Shadows (vrad_brush_cast_shadows) <boolean>
Set this if this brush casts lightmap shadows.

Flags

Ignore player +USE : [2]

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.
SetSolid <booleanRedirectInput/boolean>
Set whether this area is solid to enemy players or not. 0 = No, 1 = Yes

Outputs

See Also