team_control_point
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team_control_point
is a point entity available in Team Fortress 2.
Entity description
Designates the location of a capture point; use in conjunction with trigger_capture_area. There is a maximum of 8 control points per map.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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 the
Enable
input).
- Start locked ([todo internal name (i)]) <boolean>
- Locked means the point will not be available for capture until it is unlocked via its input.
- 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
- 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.
- Reset model bodygroup ([todo internal name (i)]) <integer>
- Control point model bodygroup used when point reverts to neutral state.
- RED model bodygroup ([todo internal name (i)]) <integer>
- Control point model bodygroup used when RED owns the point.
- BLUE model bodygroup ([todo internal name (i)]) <integer>
- Control point model bodygroup used when RED owns the point.
- HUD overlay neutral ([todo internal name (i)]) <material>
- HUD material that will overlay the icon when no one owns the point.
- HUD overlay RED ([todo internal name (i)]) <material>
- HUD material that will overlay the icon when RED owns the point.
- HUD overlay BLUE ([todo internal name (i)]) <material>
- HUD material that will overlay the icon when BLUE owns the point.
- RED Previous Required Point 1 ([todo internal name (i)]) <string>
- The name of a previous capture point that RED must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required.
- RED Previous Required Point 2 ([todo internal name (i)]) <string>
- The name of a second previous capture point that RED must own to be able to capture this point.
- RED Previous Required Point 3 ([todo internal name (i)]) <string>
- The name of a third previous capture point that RED must own to be able to capture this point.
- BLUE Previous Required Point 1 ([todo internal name (i)]) <string>
- The name of a previous capture point that BLUE must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required.
- BLUE Previous Required Point 2 ([todo internal name (i)]) <string>
- The name of a second previous capture point that BLUE must own to be able to capture this point.
- BLUE Previous Required Point 3 ([todo internal name (i)]) <string>
- The name of a third previous capture point that BLUE must own to be able to capture this point.
Flags
- 1 : Hide Control Point on HUD
- 2 : Start with model hidden
- 4 : Disable shadow
- 8 : Disable sounds
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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 <integer >
- Set the owner of the point.
- HideModel
- Hide the control point model.
- ShowModel
- Show the control point model again.
- SetLocked <integer >
- Lock the control point. 0 = unlocked, 1 = locked
- SetUnlockTime <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.