info_observer_point
...
info_observer_point
is a point entity available in Team Fortress 2.
Contents
Entity Description
Marks a camera location for Team Fortress 2 players. Any spectating players (due to selecting the Spectator team or being unable to respawn at the time) have the ability to select this camera location to observe.
Note:Certain game entities, such as the
func_tracktrain
used for payloads, will also count as observer cameras.Bug:Failure to include spectator cameras will lead to dedicated servers crashing if all players on a team die at the same time.
Bug:Spectator cameras with a roll will taint the view of other spectatable objects (like players) that doesn't set the roll.
Keyvalues
- Associated Team Entity
(associated_team_entity)
<targetname> - An entity associated with this point that can be owned by a team (such as a flag or control point). Players will only be able to use this observer point if their team owns the associated team entity.
- Welcome Point
(defaultwelcome)
<boolean> - Set whether this camera is among the ones players may see when they first join the server. If no cameras have this set to "No", the game will pick from all cameras that are not team-bound.
- FOV
(fov)
<integer> - Specifies the field-of-view angle. Larger numbers allow the camera to see more of the playing field. Default is 70.
Base:
- 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:Entities transition to the next map with their parentsTip: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: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: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:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
TeamNum:
- Initial Team
(TeamNum)
<choices> - Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in ) !FGD
Tip:Use this for cameras located inside team bases (particularly respawn areas and flag rooms) so that players cannot use them to spy on their opponents.
EnableDisable:
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
TFTeam:
SetTeam
<integer>- Changes the entity's Team keyvalue.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Toggle:
Toggle
- Toggle the enabled/disabled status of this entity.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.