team_control_point_master

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<Team Fortress 2> team_control_point_master is a point entity available in Team Fortress 2.

Entity description

This entity controls all the control points in a map. It is responsible for the layout of the hud icons as well as some round specific settings. team_control_point_round entities will override settings if they are used.

Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 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.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).
Material for the RED Base icon <material>
The default material used for HUD icons for control points owned by RED
Material for the BLUE Base icon <material>
The default material used for HUD icons for control points owned by BLU
Cap Layout <string>
A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points separated by commas to denote a new line. So 2,0 1 would create a pyramid, with cap point 2 on the top and cap points 0 & 1 on the bottom.
Custom cap position X <float>
Set the cap layout custom X position [0,1]
Custom cap position Y <float>
Set the cap layout custom Y position [0,1]
Restrict team from winning <choices>
Prevent this team from winning by capping all the points. This field is ignored if you're using control_point_rounds in your map (set the corresponding field inside the rounds).
  • 0 : Neither
  • 1 : Both
  • 2 : Red
  • 3 : Blue
Switch teams on map win? <boolean>
Switch the teams when one team has won the map and the game is going to be reset.
Scoring style <choices>
Sets the style of scoring used for capture point maps.
  • 0 : Add team score for each round won
  • 1 : Add team score for each captured point
Play all rounds before changelevel <choices>
Determines whether the server may changelevel when mp_timelimit is up before all mini-rounds have been completed (for maps like Dustbowl).
  • 0 : Changelevel normally
  • 1 : Only changelevel after all mini-rounds have been played to completion
Partial cap rate <float>
Rate at which to give partial cap points for area captures.

Inputs

Targetname:

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 than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
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.
RunScriptFile  <script> (New with Left 4 Dead 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> (New with Left 4 Dead 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.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with 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> (New with Alien Swarm) !FGD
Set this entity's angles.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetWinner  <integer>
Set the winner of the round to this team (0 for a stalemate).
Bug: Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.
SetWinnerAndForceCaps  <integer>
Set the winner of the round to this team and give them ownership of all points.
Bug: Firing this Input when a point capture is in progress will not cancel the capture, resulting in an Overtime condition.
SetCapLayout  <string>
Set the cap layout string.

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 the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.
OnWonByTeam1
Sent when RED wins the game.
OnWonByTeam2
Sent when BLUE wins the game.

See also