trigger_capture_area

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trigger_capture_area is a brush entity available in Team Fortress 2 Team Fortress 2.

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trigger_capture_area is an entity used to make capture points.

Entity Description

Capture area for a team_control_point to make a capture point. Also used to define the push/block zone around a Payload cart when a func_tracktrain is defined as its parent.

Icon-Bug.pngBug:The HUD will show the waiting for teammate message if the control point is currently disabled.

Keyvalues

Control point (area_cap_point) <targetname>
Name of the control point this area is linked to.
Can RED Cap? (team_cancap_2) <boolean>
Can RED capture this point?
Can BLU Cap? (team_cancap_3) <boolean>
Can BLU capture this point?
Number of RED players to start capping (team_startcap_2) <integer>
Number of RED players needed to begin capturing this point. If not enough players are present, the point will say, "Waiting for teammate."
Number of BLU players to start capping (team_startcap_3) <integer>
Number of BLU players needed to begin capturing this point. If not enough players are present, the point will say, "Waiting for teammate."
Number of RED players to cap (team_numcap_2) <integer>
The maximum number of RED players to affect capture time.
Number of BLU players to cap (team_numcap_3) <integer>
The maximum number of BLU players to affect capture time.
RED Spawn Adjust (team_spawn_2) <integer>
Adjust the minimum respawn time for the RED team by this amount (in seconds) when RED captures this point. If the RED team owns this point when BLU captures it, this adjustment is reversed.
BLU Spawn Adjust (team_spawn_3) <integer>
Adjust the minimum respawn time for the BLU team by this amount (in seconds) when BLU captures this point. If the BLU team owns this point when RED captures it, this adjustment is reversed.
Time to cap (sec) (area_time_to_cap) <integer>
Time to capture this area (in seconds).

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) <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.

EnableDisable:

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

Inputs

CaptureCurrentCP
If a point is currently being capped, force it to cap fully.
SetControlPoint <targetname>
Set the associated control point to the name passed.
SetTeamCanCap <string>
Set whether a specific team is allowed to capture this point. Format is <team number> <0/1>; e.g., "2 0" would prevent RED from capturing this point, whereas "3 1" would allow BLU to cap it.

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.

Outputs

OnStartCap
OnStartTeam1
OnStartTeam2
Sent when either/RED/BLU team starts a capture.
OnBreakCap
OnBreakTeam1
OnBreakTeam2
Sent when a capture by either/RED/BLU team is broken.
Note.pngNote:The capture progress on a point must be completely drained for the capture to be considered broken.
OnEndCap
OnCapTeam1
OnCapTeam2
Sent when either/RED/BLU team captures.
OnNumCappersChanged <integer>
Sent when the number of people in the capture area changes. The output value is the number of capturing players, regardless of if the capture is being blocked, and 0 if there are no capping players.
OnNumCappersChanged2 <integer>
Sent when the number of people in the capture area changes. The output value is the same as OnNumCappersChanged, but is -1 when the capture is being blocked.

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.

See also