Team control point

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The secondteam_control_pointfrom first stage ofcp_dustbowl.
It marks the location of where a capture point should be at, and comes with various specific configurations that determine how it should look in the world, look in the hud, what points a team must own before it's available, etc.

By itself, it is not capable of influencing the game, and requires a trigger_capture_area alongside it to allow it be captured. A single of either team_control_point_master or team_control_point_round must also exist in the map.

Note.pngNote:There is a maximum of 8 control points per map!

Keyvalues

Start locked (point_start_locked) <boolean>
Locked means the point will not be available for capture until it is unlocked via its input.
Print Name (point_printname) <string>
LOCALIZED name to print on the HUD.
Group Index (point_group) <integer>
Used for grouping points together under a team_control_point_master (not using control point rounds).
Default Owner (point_default_owner) <choices>
Default Owner of the control point.
  • 0 : Neither
  • 2 : Red
  • 3 : Blue
Index (point_index) <integer>
Index of this point (must be unique).
Warning Type (point_warn_on_cap) <choices>
Type of warning to issue to the team that owns the control point when the opposing team starts to capture it. Note that the "We have lost the control point" voiceline will still play even if the point is neutral or "No Announcements" is set.
  • 0 : Normal Announcements
  • 1 : Final Capture Point Warning
  • 2 : No Announcements
Warning sound (point_warn_sound) <string>
Sound to be played when this point is being captured (if warn on capture is set).
Randomly set the owner on restart (random_owner_on_restart) <boolean>
Randomly set the owner of this point during a full restart of the map. The ratio of default owners among the points with this flag will be kept when selecting random owners.
Time-based point value for RED. (team_timedpoints_2) <integer>
Time-based point value for BLUE. (team_timedpoints_3) <integer>
Reset Sound (team_capsound_0) <sound>
Sound made when point resets.
Red Capture Sound (team_capsound_1) <sound>
Sound made when RED captures.
Blue Capture Sound (team_capsound_2) <sound>
Sound made when BLUE captures.
Reset model bodygroup (team_bodygroup_0) <integer>
Control point model bodygroup used when point reverts to neutral state.
HUD icon neutral (team_icon_0) <string>
HUD icon material when no one owns the point.
HUD icon RED (team_icon_2) <string>
HUD icon material when RED owns the point.
HUD icon BLU (team_icon_3) <string>
HUD icon material when BLU owns the point.
RED model bodygroup (team_bodygroup_1) <integer>
Control point model bodygroup used when RED owns the point.
BLUE model bodygroup (team_bodygroup_2) <integer>
Control point model bodygroup used when RED owns the point.
HUD overlay neutral (team_overlay_0) <material>
HUD material that will overlay the icon when no one owns the point.
HUD overlay RED (team_overlay_2) <material>
HUD material that will overlay the icon when RED owns the point.
HUD overlay BLUE (team_overlay_3) <material>
HUD material that will overlay the icon when BLUE owns the point.
RED Previous Required Point 1 (team_previouspoint_2_0) <targetname>
The name of a previous capture point that RED must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required.
RED Previous Required Point 2 (team_previouspoint_2_1) <targetname>
The name of a second previous capture point that RED must own to be abl!pe to capture this point.
RED Previous Required Point 3 (team_previouspoint_2_2) <targetname>
The name of a third previous capture point that RED must own to be able to capture this point.
BLUE Previous Required Point 1 (team_previouspoint_3_0) <targetname>
The name of a previous capture point that BLUE must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required.
BLUE Previous Required Point 2 (team_previouspoint_3_1) <targetname>
The name of a second previous capture point that BLUE must own to be able to capture this point.
BLUE Previous Required Point 3 (team_previouspoint_3_2) <targetname>
The name of a third previous capture point that BLUE must own to be able to capture this point.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

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.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.

Flags

  • 1 : Hide Control Point on HUD
  • 2 : Start with model hidden
  • 4 : Disable shadow
  • 8 : Disable sounds

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.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetOwner <integer>
Set the owner of the point.
HideModel
Hide the control point model.
ShowModel
Show the control point model again.
SetLocked <integer>
Lock the control point. 0 = unlocked, 1 = locked
SetUnlockTime <integer>
This will automatically unlock the control point in the specified amound of time (seconds).
RoundActivate
Fires theOnRoundStartOwnedByTeam1andOnRoundStartOwnedByTeam2outputs, then applies theStart Lockedkeyvalue's setting

Outputs

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.
OnOwnerChangedToTeam1
Sent when owner is changed to RED.
OnOwnerChangedToTeam2
Sent when owner is changed to BLUE.
OnCapReset
Sent when owner is changed to neutral.
OnRoundStartOwnedByTeam1
Sent when a round is starting and the point is owned by RED.
OnRoundStartOwnedByTeam2
Sent when a round is starting and the point is owned by BLUE.
OnCapTeam1
Sent when RED capture this point.
OnCapTeam2
Sent when BLUE capture this point.
OnUnlocked
Sent when point unlocks.

See also

MvM

team_control_point is a point entity available in Team Fortress 2 Team Fortress 2.