Difference between revisions of "Filter tf player can cap"

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==Keyvalues==
 
==Keyvalues==
 
{{minititle|TFTeam}}
 
{{minititle|TFTeam}}
{{KV|Team (TeamNum)|choices|Team
+
{{KV|Team (TeamNum)|choices|Which team can currently capture. (Does not detect which team the activator is on.)
 
:*0: Any
 
:*0: Any
 
:*2: Red
 
:*2: Red
:*3: Blue}} {{note|'Team' refers to 'if this team can currently capture', not 'is the activator also this team'.}}
+
:*3: Blue}}
 
{{KV BaseFilter}}
 
{{KV BaseFilter}}
 
{{KV BaseEntity|base=1}}
 
{{KV BaseEntity|base=1}}

Latest revision as of 23:30, 7 September 2018

 English 
Filter team.png

<Team Fortress 2> filter_tf_player_can_cap is a point entity available in Team Fortress 2. It's a filter that filters detects which players are allowed to capture objectives. This is not required for a standard objective, and also is not limited to use on them.

Note.png Note: Players are not allowed to capture objectives if they are disguised, cloaked, or invulnerable.

Keyvalues

TFTeam:

Team (TeamNum) <choices>
Which team can currently capture. (Does not detect which team the activator is on.)
  • 0: Any
  • 2: Red
  • 3: Blue

BaseFilter:

Filter mode (Negated) <boolean>
Inverts the filter, making the specified criteria fail and all others pass.


Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (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.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.


Inputs

TFTeam:

SetTeam <integer>
Changes the entity's Team keyvalue.

BaseFilter:

TestActivator
Tests the entity that called the input (the !activator) against the filter, and fires either the OnPass or OnFail output.
Bug.png Bug: Calling this input will cause the server to crash if the !activator entity no longer exists. Do not use this input to test any entities which may be asynchronously deleted, such as players or projectiles, or in an i/o chain which might be initiated by entity deletion, such as the OnEndTouch output of a trigger.

Base:

AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
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.
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.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> !FGD
Dispatches a special effect from the entity's origin.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.



Outputs

BaseFilter:

OnPass
OnFail
One of these will fire when TestActivator input is sent, depending on if the activator is allowed by the filter or not.

Base:

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.