func_buyzone

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... Icon-Important.png
Buyzones usually touch all player spawns of an entire team.

func_buyzone is a brush entity available in the following Source Source games or engine branches:
Counter-Strike: Source Counter-Strike: Source and Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Note.pngNote:This entity's trigger functionalities are !FGD but can be used, such as the StartDisabled keyvalue and the Enable/Disable/Toggle inputs. To use this entity's inherited trigger I/O (OnStartTouch, ...), set its spawnflags keyvalue appropriately (default is 4097). To add all of this in Hammer, see below.
Icon-Bug.pngBug:Counter-Strike: Global Offensive By default, this entity has the inputs SetEnabled/SetDisabled in Hammer, but it actually doesn't; Using these has no effect! Use Enable/Disable/Toggle instead. This can be fixed by editing csgo.fgd, searching for func_buyzone and replacing the incorrect input names. (The FGD code below fixes this differently.)
In code, it is represented by theCBuyZoneclass, defined in thefunc_buy_zone.cppfile.

Entity Description

It is used to define areas where players of different teams can open the buy menu to purchase weapons and equipment.

If a player touches the volume of this entity and his team equals the team of this entity, then he is allowed to buy. Counter-Strike: Global Offensive If this entity has the team 0 or -1, then any or no player can buy inside this entity's volume, respectively.

Tip.pngTip:The SetTeam input can be used to change the buying team in-game.
Note.pngNote:Setting this entity's team to -1 and Disableing it have the same effect, just that these are independent operations.

Keyvalues

Team number (int) (TeamNum) <integer>
The team that can use the buyzone.
-1 Counter-Strike: Global Offensive No one
0 Counter-Strike: Global Offensive Everyone
2 Terrorists
3 Counter-Terrorists
other No one
Note.pngNote: This keyvalue is only used when this entity is spawned, so changing it with AddOutput has no effect. Counter-Strike: Global Offensive The actual keyvalue that determines the buy team is teamnumber.

BaseTrigger:

Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Base:
Collisions (solid) <choices>
Method of collision for this entity.

Values:

  • 0: None
  • 1: BSP (QPhysics) !FGD
    Icon-Bug.pngBug:In Portal 2, if an entity using QPhysics collisions is hit by Gel, the game will crash!
  • 2: Bounding Box
  • 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
  • 4: Oriented Bounding Box but constrained to Yaw only !FGD
  • 5: Custom/Test (Usually no collision with anything) !FGD
  • 6: VPhysics


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.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.pngNote: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.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Flags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
Think function (thinkfunction) <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.

Inputs

SetTeam <integer>
Sets the team of this entity, which also sets the team that is allowed to buy.
SetTeam_TerroristOnly  (only in Counter-Strike: Global Offensive)
Restrict buyzone to Terrorists only. Equivalent to SetTeam 2.
SetTeam_CTOnly  (only in Counter-Strike: Global Offensive)
Restrict buyzone to Counter-Terrorists only. Equivalent to SetTeam 3.
SetTeam_AllTeams  (only in Counter-Strike: Global Offensive)
Allows all teams to use the buyzone. Equivalent to SetTeam 0.
SetTeam_None  (only in Counter-Strike: Global Offensive)
Allows no team to use the buyzone, effectively disabling it. Equivalent to SetTeam -1.

BaseTrigger:
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 Multiplayer(Team Fortress 2))
Disables this trigger and calls EndTouch on all currently-touching entities.

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.

Outputs

BaseTrigger:

OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
OnStartTouchAll
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
Fired when a valid entity stops touching this trigger.
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
Fired if nothing is currently touching this trigger when TouchTest is fired.

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.

FGD Code

This code...

  • replaces its base class with Trigger which effectively adds trigger properties such as the keyvalue StartDisabled, the inputs and outputs Enable/Disable/Toggle/OnStartTouch/... and the trigger flags (1: Clients, ...).
  • adds the input TouchTest and the outputs OnTouching/OnNotTouching as seen in trigger_multiple of base.fgd.
  • removes the invalid inputs SetEnabled, SetDisabled.

Replace the corresponding lines of cstrike.fgd or csgo.fgd near func_buyzone with this.

Note.pngNote:Counter-Strike: Source The inputs SetTeam_[...] don't exist, so make sure not to add those four lines.
@SolidClass base(Trigger, TeamNum) = func_buyzone:  // "Targetname" -> "Trigger"
	"Buy Zone. Players can buy equipment while standing in this zone, if the zone matches their current team.\n\n" +
	"A single Buy Zone entity must be either terrorist or counter-terrorist, it cannot be both. Should have " +
	"the toolstrigger material applied to all sides"
	
[
//	input SetEnabled(void) : "Sets this buyzone as enabled."
//	input SetDisabled(void) : "Sets this buyzone as disabled."
	input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."

	input SetTeam_TerroristOnly(void) : "Make it so only terrorist can buy from this buyzone."
	input SetTeam_CTOnly(void) : "Make it so only CT's can buy from this buyzone."
	input SetTeam_AllTeams(void) : "Make it so all teams can buy from this buyzone."
	input SetTeam_None(void) : "Make it so no teams can buy from this buyzone (this essentially disables the buyzone)."

	output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
	output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
]