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


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 the
Enable
input).
- 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
- 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 thefunc_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 than0
.
- Color <color255 >
- Sets an RGB color for the entity.
- SetSolid <boolean >
- Set whether this area is solid to enemy players or not. 0 = No, 1 = Yes
Outputs
See Also
- func_respawnroom
- func_forcefield
- func_teamblocker and func_team_wall—analogous
Day of Defeat: Source entities