Team control point master: Difference between revisions
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{{wrongtitle|title=team_control_point_master}} | {{wrongtitle|title=team_control_point_master}} | ||
==Entity | |||
== Entity description == | |||
Control point master. <!-- The one who plays with the puppets --> | Control point master. <!-- The one who plays with the puppets --> | ||
==Availability== | == Availability == | ||
This point [[entity]] is exclusive to Team Fortress 2. | This point [[entity]] is exclusive to Team Fortress 2. | ||
==Keyvalues== | == Keyvalues == | ||
* {{kv targetname}} | * {{kv targetname}} | ||
* {{kv enabledisable}} | * {{kv enabledisable}} | ||
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: <material> Material for the BLU Base icon. | : <material> Material for the BLU Base icon. | ||
* '''caplayout''' | * '''caplayout''' | ||
: <string> A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points | : <string> A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points separated 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. | ||
* '''cpm_restrict_team_cap_win''' | * '''cpm_restrict_team_cap_win''' | ||
: <choices> Prevent this team from winning by capping all the points. This field is ignored if you're using one or more [[team_control_point_round]] in your map (set this field inside the rounds). | : <choices> Prevent this team from winning by capping all the points. This field is ignored if you're using one or more [[team_control_point_round]] in your map (set this field inside the rounds). | ||
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: <[[boolean]]> Switch the teams when one team has won the map and the game is going to be reset. | : <[[boolean]]> Switch the teams when one team has won the map and the game is going to be reset. | ||
<!-- | <!-- | ||
==Flags== | == Flags == | ||
This entity doesn't have any flags. | This entity doesn't have any flags. | ||
--> | --> | ||
==Inputs== | == Inputs == | ||
* {{i targetname}} | * {{i targetname}} | ||
* {{i enabledisable}} | * {{i enabledisable}} | ||
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: <string> Set the cap layout string. | : <string> Set the cap layout string. | ||
==Outputs== | == Outputs == | ||
* {{o targetname}} | * {{o targetname}} | ||
* '''OnWonByTeam1''' | * '''OnWonByTeam1''' | ||
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: Sent when BLUE wins the game. | : Sent when BLUE wins the game. | ||
==See | == See also == | ||
* [[team_control_point]] | * [[team_control_point]] | ||
* [[team_control_point_round]] | * [[team_control_point_round]] | ||
[[Category:Team Fortress 2 Entities]] | [[Category:Team Fortress 2 Entities]] |
Revision as of 04:34, 1 October 2007
Entity description
Control point master.
Availability
This point entity is exclusive to Team Fortress 2.
Keyvalues
- Template:Kv targetname
- Template:Kv enabledisable
- team_base_icon_2
- <material> Material for the RED Base icon.
- team_base_icon_3
- <material> Material for the BLU Base icon.
- caplayout
- <string> A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points separated 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.
- cpm_restrict_team_cap_win
- <choices> Prevent this team from winning by capping all the points. This field is ignored if you're using one or more team_control_point_round in your map (set this field inside the rounds).
Literal Value Description 0 Neither 2 RED 3 BLU
- switch_teams
- <boolean> Switch the teams when one team has won the map and the game is going to be reset.
Inputs
- <integer> Set the winner of the round to this team (0 for a stalemate, 2 for RED, 3 for BLU).
- SetCapLayout
- <string> Set the cap layout string.
Outputs
- Template:O targetname
- OnWonByTeam1
- Sent when RED wins the game.
- OnWonByTeam2
- Sent when BLUE wins the game.