item_teamflag

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Revision as of 12:42, 27 August 2021 by Amicdict (talk | contribs) (Added tags KV.)
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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. 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, the reactor core in robot destruction and the beer bottles in player 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) (ReturnTime) <integer>
Length of time (in seconds) before dropped flag/intelligence returns to base.
Trail effects (trail_effect) <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) (NeutralType) <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) (ScoringType) <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
Return Between Waves (ReturnBetweenWaves) <boolean>
Visible When Disabled (VisibleWhenDisabled) <boolean>
Makes the flag model show even if the flag is disabled.
Icon (flag_icon) <material>
The HUD icon to use for the flag.
Paper Particle (flag_paper) <string>
The particle effect to use for the paper trail.
Trail Effect (flag_trail) <string>
The particle effect to use for the color trail.
Model (flag_model) <studiomodel>
The model to use for the flag. Defaults to models/flag/briefcase.mdl
tags (tags) <string>
Tags used for the AI bomb carrier to avoid nav areas that have matching tags. Tags need to be separated by empty space.

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