dod_control_point
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Note:This entity works in conjunction with dod_capture_area or dod_bomb_target. It can also be used on its own with the non-FGD SetOwner input, to create custom gamemodes.
Note:A maximum of 8 control points can be in a single map.
Note: See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.
Note that the following keyvalues are unavailable due to being overridden by game code:
model, body, playbackrate, cycle
It may still be possible to use their associated inputs or AddOutput them.
Important:Avoid changing the Axis/Allies/Reset models and bodygroups from Valve's defaults (
Note:The !activator and !caller for all outputs is identical to !self.
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CControlPoint |
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dod_control_point
is a model entity available in Day of Defeat: Source.
This entity is usually represented visually by a flag (but this is not required). In turn, it represents a capturable location within the map.


Keyvalues

Note that the following keyvalues are unavailable due to being overridden by game code:
model, body, playbackrate, cycle
It may still be possible to use their associated inputs or AddOutput them.
- Name (targetname) <string> [ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- 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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input). - LOCALIZED name to print on the hud (point_printname) <string>
- Location name; acts like dod_location, and also displays on the Hud when captured. Despite what the SmartEdit name implies, this can be a regular string, not only a reference to a localization string.
Unlike dod_location, this does not have a 63-character limit. - Time based point value for Allies (point_timedpoints_allies) <integer>
- Points given to allies as they own this flag over time.
- Time based point value for Axis (point_timedpoints_axis) <integer>
- Points given to axis as they own this flag over time.
- Default Owner of the control point (point_default_owner) <integer choices>
- The default owner of this control point at round start.
Literal Value Description 0 Neutral 2 Allies 3 Axis
- Sound Made when Axis captures (point_axis_capsound) <sound>
- Sound made when axis captures. The official maps use Voice.German_FlagCapture.
- Sound Made when Allies captures (point_allies_capsound) <sound>
- Sound made when allies captures. The official maps use Voice.US_FlagCapture.
- Sound Made when point resets (point_resetsound) <sound>
- Sound made when point resets.
Display model:


models/mapmodels/flags.mdl
) unless you know what you are doing; players rely upon these to know who owns a control point!- Allies Model (point_allies_model) <model path>
- Model when allies own point.
- Allies model bodygroup (point_allies_model_bodygroup) <integer>
- Allies model bodygroup. Default value used by Valve is "1".
- Axis Model (point_axis_model) <model path>
- Model when axis own point.
- Axis model bodygroup (point_axis_model_bodygroup) <integer>
- Axis model bodygroup. Default value used by Valve is "0".
- Reset Model (point_reset_model) <model path>
- Reset model when point resets or nobody owns the point.
- Reset model bodygroup (point_reset_model_bodygroup) <integer>
- Reset model bodygroup. Default value used by Valve is "3".
Note:Due to limitations in
Hammer's FGD syntax, the default FGD will always show this entity as an Axis flag, regardless of what is set here; see Enhanced FGD entry for a workaround (requires
Hammer++).
- Group Index (point_group) <integer>
Confirm:What is this for? Most maps leave it as "0".
- Index of this point (unique) (point_index) <integer>
- The unique number of this control point to refer Dod_capture_area.
- Hud icon material when nobody owns point (point_hud_icon_neutral) <material>
- The material to show on the Hud when nobody owns the point.
- Hud icon material when Axis owns point (point_hud_icon_axis) <material>
- The material to show on the Hud when Axis owns the point.
- Hud icon material when Allies owns point (point_hud_icon_allies) <material>
- The material to show on the Hud when Allies owns the point.
- Hud icon - Bomb planted (point_hud_icon_timercap) <material>
- The material to show on the Hud when a bomb is planted.
- Hud icon - Point destroyed (point_hud_icon_bombed) <material>
- The material to show on the Hud when the point is destroyed.
- Number of Bombs required to destroy (point_num_bombs) <integer>
- The number of bombs required to destroy the point, if used as a bomb objective. Leave at zero if using a capture area instead.
Confirm:Seems to allow any value, despite using "choices" KV type in FGD.
Flags
- Hide Control Point on HUD : [1]
- If un-ticked an icon will be shown on the HUD, in the top left hand side of the display giving the status of the control point, to all the players in the game.
- Start with model hidden : [2]
- Applies EF_NODRAW when the entity spawns at the start of each round.
- Give tick points for bombs remaining : [4]
Inputs
- SetOwner <integer choices > !FGD
- Set the current owner of the point. Use this if using a custom objective instead of dod_capture_area or dod_bomb_target.
Literal Value Description 0 Neutral 2 Allies 3 Axis
- HideModel
- Hide the control point model (adds EF_NODRAW)
- ShowModel
- Unhide the control point model (removes EF_NODRAW)
Outputs

- OnAlliesCap
- Trigger when owner is changed to allies
- OnAxisCap
- Trigger when owner is changed to axis
- OnCapReset
- Trigger when owner is changed to neutral
- AlliesCapturePoint
- Trigger when Allies capture this point (not triggered on round resets)
- AxisCapturePoint
- Trigger when Allies capture this point (not triggered on round resets)
Enhanced FGD entry
Replace the FGD entry with this to add the ability to preview custom flag models in Hammer++, automatically set default capture sounds, add missing SetOwner input, and provide additional SmartEdit descriptions.