dod_control_point
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CControlPoint |
dod/dod_control_point.h |
dod_control_point
is a point entity available in Day of Defeat: Source.
This entity is usually represented visually by a flag (but is not required). In turn, it represents a capturable location within the map.
Note:This entity works in conjunction with dod_capture_area or dod_bomb_target. It can also be used on its own with the SetTeam input.
Note:A maximum of 8 control points can be in a single map.
Key Values
- Name (targetname) <string>
- 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) <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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input). - LOCALIZED name to print on the hud (point_printname) <string>
- The control point name displayed on the Hud when captured. Can be either a regular string or a reference to a localization string.
- 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) <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:
Important:Avoid changing the Axis/Allies/Reset models and bodygroups from Valve's defaults unless you know what you are doing; players rely upon these to know who owns a control point!
- Allies Model (point_allies_model) <string>
- 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) <string>
- 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) <string>
- Reset model when point reset or nobody own 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>
- 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) <choices>
- The number of bomb required to destroy the point, if used as a bomb objective. Ignore if used as a flag.
- 0 (default value)
- 1
- 2
- 3
Studiomodel:
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since ) (also in )
- A multiplier for the size of the model.
- Tip:In Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin or $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
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]
Give tick points for bombs remaining : [4]
Inputs
- SetOwner <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 <void>
- Hide the control point model (adds EF_NODRAW)
- ShowModel <void>
- 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 and, as well as provide additional SmartEdit descriptions.
@PointClass base(EnableDisable,Targetname,Angles) studio() = dod_control_point :
"A Control Point, representing a capturable objective; there can be up to 8 of these in a map."
+"Can be the visual representation of the control point, or the model can be disabled and a prop_dynamic be used via this entity's outputs instead."
[
spawnflags(flags) =
[
1: "Hide Control Point on HUD" : 0
2: "Start with model hidden" : 0
4: "Give tick points for bombs remaining" : 0
]
point_printname(string) : "Location name" : "TODO: Set Name" : "The control point name displayed on the Hud when captured. Can be either a regular string or a reference to a localization string."
point_timedpoints_axis(integer) : "Time based point value for Axis" : 0 : "Points given to Axis as they own this flag over time."
point_timedpoints_allies(integer) : "Time based point value for Allies" : 0 : "Points given to Allies as they own this flag over time."
point_default_owner(choices) : "Default owner of the control point" : 0 =
[
0 : "Neutral"
2 : "Allies"
3 : "Axis"
]
point_axis_capsound(sound) : "Axis capture sound" : "Voice.German_FlagCapture" : "Sound made when Axis capture this point"
point_allies_capsound(sound) : "Allies capture sound" : "Voice.US_FlagCapture" : "Sound made when Allies capture this point"
point_resetsound(sound) : "Sound made when point resets" : ""
// first, we define some KVs that are used by Hammer++, but ignored by the game, to get around some editor hardcoding
model(studio) : "Editor model" : "models/mapmodels/flags.mdl" : "Model to display in the map editor (no effect in-game). This should match the model used by the default owner."
body(choices) : "Editor model bodygroup" : : "Bodygroup to use for the editor model (no effect in-game). This should match the bodygroup used by the default owner (descriptions given are for models/mapmodels/flags.mdl)." =
[
0 : "0 (Vanilla is Axis)"
1 : "1 (Vanilla is Allies)"
2 : "2 (Vanilla is British)"
3 : "3 (Vanilla is Neutral)"
]
// Then, the actual KVs used in-game
point_axis_model(studio) : "Axis model" : "models/mapmodels/flags.mdl" : "Model when Axis own the point"
point_axis_model_bodygroup(integer) : "Axis model bodygroup" : 0
point_allies_model(studio) : "Allies model" : "models/mapmodels/flags.mdl" : "Model to use when Allies own the point"
point_allies_model_bodygroup(integer) : "Allies model bodygroup" : 1
point_reset_model(studio) : "Neutral model" : "models/mapmodels/flags.mdl" : "Model when neither team owns the point"
point_reset_model_bodygroup(integer) : "Neutral model bodygroup" : 3
output OnAxisCap(void) : "Send when owner is changed to Axis (including round resets)"
output OnAlliesCap(void) : "Send when owner is changed to Allies (including round resets)"
output OnCapReset(void) : "Send when owner is changed to Neutral (including round resets)"
output AxisCapturePoint(void) : "Send when Axis capture this point (not triggered on round resets)"
output AlliesCapturePoint(void) : "Send when Allies capture this point (not triggered on round resets)"
point_group(integer) : "Group Index" : 0
point_index(integer) : "Index of this point (unique)" : 0 : "Unique identifier; used with dod_capture_area"
point_hud_icon_neutral(material) : "Hud icon - Neutral" : "sprites/obj_icons/icon_obj_neutral"
point_hud_icon_axis(material) : "Hud icon - Axis" : "sprites/obj_icons/icon_obj_axis"
point_hud_icon_allies(material) : "Hud icon - Allies" : "sprites/obj_icons/icon_obj_allies"
point_hud_icon_timercap(material) : "Hud icon - bomb planted" : "sprites/obj_icons/icon_obj_neutral"
point_hud_icon_bombed(material) : "Hud icon - point destroyed" : "sprites/obj_icons/icon_obj_neutral"
input HideModel(void) : "Hide the control point model"
input ShowModel(void) : "Show the control point model"
input SetOwner(integer) : "Set the current owner of this point (0=Neutral,2=Allies,3=Axis)"
point_num_bombs(choices) : "Number of Bombs required to destroy" : 0 : "The number of bomb required to destroy the point, if used as a bomb objective. Ignore if used as a flag." =
[
0 : "0"
1 : "1"
2 : "2"
3 : "3"
]
// ===== CBaseAnimating KVs and I/O that aren't overridden by dod_control_point =====
solid(choices) : "Collisions" : 0 =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
skin(integer) : "Skin" : : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
modelscale(float) : "Model Scale" : : "A multiplier for the size of the model."
sequence(integer) : "Animation Sequence" : : "Default animation sequence for the model to be playing after spawning. (Default 0)"
lightingorigin(target_destination) : "Lighting Origin" : : "Name of entity (not info_lighting!) from which to sample lighting instead of this entity's origin or $illumposition."
disableshadows(choices) : "Disable Shadows" : "" : "Used to disable dynamic shadows on this entity." =
[
"" : "No"
1 : "Yes"
]
disablereceiveshadows(choices) : "Disable Receiving Shadows" : "" : "Prevent the entity from receiving dynamic shadows on itself."=
[
"" : "No"
1 : "Yes"
]
shadowcastdist(integer) : "Shadow Cast Distance" : : "Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity."
// Inputs
input skin(integer) : "Changes the model skin to the specified number."
input DisableShadow(void) : "Turn shadow off."
input EnableShadow(void) : "Turn shadow on."
input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
input SetModelScale(string) : "Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over."
// Outputs
output OnIgnite(void) : "Fired when this object catches fire."
]
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