dod_control_point

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dod_control_point is a point entity available in Day of Defeat: Source Day of Defeat: Source.

This entity is usually represented visually by a flag (but is not required). In turn, it represents a capturable location within the map.

Note.pngNote:This entity works in conjunction with Dod_capture_area.
Note.pngNote:A maximum of 8 control points can be in a single map.

Key Values


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Angles:
Pitch Yaw Roll (Y Z X) (angles) <angle>
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.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
LOCALIZED name to print on the hud (point_printname) <string>
The control point name displayed on the Hud when captured. Can be either a regular string or a reference to a localization string.
Time based point value for Allies (point_timedpoints_allies) <integer>
Points given to allies as they own this flag over time.
Time based point value for Axis (point_timedpoints_axis) <integer>
Points given to axis as they own this flag over time.
Default Owner of the control point (point_default_owner) <choices>
The default owner of this control point at round start.
  • Neither (default value)
  • Allies
  • Axis
Sound Made when Axis captures (point_axis_capsound) <sound>
Sound made when axis captures. The official maps use Voice.German_FlagCapture.
Sound Made when Allies captures (point_allies_capsound) <sound>
Sound made when allies captures. The official maps use Voice.US_FlagCapture.
Sound Made when point resets (point_resetsound) <sound>
Sound made when point resets.

Display model:
Icon-Important.pngImportant:Avoid changing the Axis/Allies/Reset models and bodygroups from Valve's defaults unless you know what you are doing; players rely upon these to know who owns a control point!
Allies Model (point_allies_model) <string>
Model when allies own point.
Allies model bodygroup (point_allies_model_bodygroup) <integer>
Allies model bodygroup. Default value used by Valve is "1".
Axis Model (point_axis_model) <string>
Model when axis own point.
Axis model bodygroup (point_axis_model_bodygroup) <integer>
Axis model bodygroup. Default value used by Valve is "0".
Reset Model (point_reset_model) <string>
Reset model when point reset or nobody own the point.
Reset model bodygroup (point_reset_model_bodygroup) <integer>
Reset model bodygroup. Default value used by Valve is "3".


Group Index (point_group) <integer>
Index of this point (unique) (point_index) <integer>
The unique number of this control point to refer Dod_capture_area.
Hud icon material when nobody owns point (point_hud_icon_neutral) <material>
The material to show on the Hud when nobody owns the point.
Hud icon material when Axis owns point (point_hud_icon_axis) <material>
The material to show on the Hud when Axis owns the point.
Hud icon material when Allies owns point (point_hud_icon_allies) <material>
The material to show on the Hud when Allies owns the point.
Hud icon - Bomb planted (point_hud_icon_timercap) <material>
The material to show on the Hud when a bomb is planted.
Hud icon - Point destroyed (point_hud_icon_bombed) <material>
The material to show on the Hud when the point is destroyed.
Number of Bombs required to destroy (point_num_bombs) <choices>
The number of bomb required to destroy the point, if used as a bomb objective. Ignore if used as a flag.
  • 0 (default value)
  • 1
  • 2
  • 3

Flags

  •  [1] : Hide Control Point on HUD
       If un-ticked an icon will be shown on the HUD, in the top left hand side of the display giving the status of the control point, to all the players in the game.
  •  [2] : Start with model hidden
  •  [4] : Give tick points for bombs remaining

Inputs


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.
RoundInit
Re initializes the round
RoundStart
Restarts the round
SetTeam <choices>
Used for the filtering of this entity.
Literal Value Description
0 No
2 Allies
3 Axis

Outputs


Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.
OnAlliesCap
Trigger when the allies cap
OnAxisCap
Trigger when the axis cap
OnCapReset
Trigger on round reset