team_control_point

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Revision as of 22:12, 9 May 2011 by Barracuda (talk | contribs) (Updated with data from tf-abs.fgd)
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Team_Control_Point is an entity used to make capture points

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

Entity description

Designates the location of a capture point; use in conjunction with trigger_capture_area.

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).
Start locked ([todo internal name (i)]) <boolean>
Locked means the point will not be available for capture until it is unlocked via its input.
Print Name ([todo internal name (i)]) <string>
LOCALIZED name to print on the HUD.
Group Index ([todo internal name (i)]) <integer>
Used for grouping points together under a team_control_point_master (not using control point rounds).
Default Owner ([todo internal name (i)]) <choices>
Default Owner of the control point.
  • 0 : Neither
  • 2 : Red
  • 3 : Blue
Index ([todo internal name (i)]) <integer>
Index of this point (must be unique).
Warning Type ([todo internal name (i)]) <choices>
Type of warning to issue to the team that owns the control point when the opposing team starts to capture it.
  • 0 : Normal Announcements
  • 1 : Final Capture Point Warning
  • 2 : No Announcements
Warning sound ([todo internal name (i)]) <string>
Sound to be played when this point is being captured (if warn on capture is set).
Randomly set the owner on restart ([todo internal name (i)]) <boolean>
Randomly set the owner of this point during a full restart of the map. The ratio of default owners among the points with this flag will be kept when selecting random owners.
Time-based point value for RED. ([todo internal name (i)]) <integer>
Time-based point value for BLUE. ([todo internal name (i)]) <integer>
Reset Model ([todo internal name (i)]) <model path>
Model when point is unowned.
RED Model ([todo internal name (i)]) <model path>
Model when RED owns the point.
BLUE Model ([todo internal name (i)]) <model path>
Model when BLUE owns the point.
Reset model bodygroup ([todo internal name (i)]) <integer>
RED model bodygroup ([todo internal name (i)]) <integer>
BLUE model bodygroup ([todo internal name (i)]) <integer>
HUD icon neutral ([todo internal name (i)]) <material>
HUD icon material when no one owns the point.
HUD icon RED ([todo internal name (i)]) <material>
HUD icon material when RED owns the point.
HUD icon BLUE ([todo internal name (i)]) <material>
HUD icon material when BLUE owns the point.

Flags

  • 1 : Hide Control Point on HUD
  • 2 : Start with model hidden
  • 4 : Disable shadow
  • 8 : Disable sounds

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.

Template:I Angles EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetOwner <integerRedirectInput/integer>
Set the owner of the point.
HideModel
Hide the control point model.
ShowModel
Show the control point model again.
SetLocked <integerRedirectInput/integer>
Lock the control point. 0 = unlocked, 1 = locked
SetUnlockTime <integerRedirectInput/integer>
This will automatically unlock the control point in the specified amound of time (seconds).

Outputs

OnOwnerChangedToTeam1
Sent when owner is changed to RED.
OnOwnerChangedToTeam2
Sent when owner is changed to BLUE.
OnCapReset
Sent when owner is changed to neutral.
OnRoundStartOwnedByTeam1
Sent when a round is starting and the point is owned by RED.
OnRoundStartOwnedByTeam2
Sent when a round is starting and the point is owned by BLUE.
OnCapTeam1
Sent when RED capture this point.
OnCapTeam2
Sent when BLUE capture this point.
OnUnlocked
Sent when point unlocks.

See also