Buyzones usually touch all player spawns of an entire team.
func_buyzone is a brush entity available in 
Counter-Strike series.
It is used to define areas where players of different teams can use the buy and buymenu commands, i. e. open the buy menu to purchase weapons and equipment.
If a player touches the volume of this entity and their team equals the team of this entity, then they are allowed to buy.
The SetTeam input can be used to change the buying team in-game.
This entity can also use the team values 0 or -1, such that any or no player can buy inside this entity's volume, respectively.
Note:Setting this entity's team to -1 and Disableing it both have the same effect, just that these two operations are independent. A player is only allowed to buy if both this entity is enabled and if its team value matches.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
- Team number (TeamNum) <integer choices>
- The team that can use the buyzone.
| -1 |
No one
|
| 0 |
Everyone
|
| 2 |
Terrorists
|
| 3 |
Counter-Terrorists
|
| other |
No one
|
Note:
doesn't support team-agnostic buyzones; this can be simulated with two identically shaped buyzones with different TeamNum values.
Legacy team number (team) <integer choices> !FGD
- Deprecated.
- For backwards compatibility. Takes priority over TeamNum if set to 1 or 2.
| 1 |
Terrorists
|
| 2 |
Counter-Terrorists
|
BaseTrigger
- Filter Name (filtername) <filter>
- A filter entity to test potential activators against.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enableinput).
|
Note:This entity's trigger functionalities are !FGD but most can be used, such as the StartDisabled keyvalue and the Enable/Disable/Toggle inputs. Filter Name does not work. To use this entity's inherited trigger I/O (OnStartTouch, ...), set its spawnflags keyvalue appropriately (default is 4097). To add all of this in Hammer, see below.
Inputs
Warning:
By default, this entity has the inputs SetEnabled/SetDisabled in Hammer, but it actually doesn't; Using these has no effect! Use Enable/Disable/Toggle instead. This can be fixed by editing csgo.fgd, searching for func_buyzone and replacing the incorrect input names. (The FGD code below fixes this differently.)
- SetTeam <integer choicesRedirectInput/integer>
- Sets the team of this entity, which also sets the team that is allowed to buy.
| -1 |
No one
|
| 0 |
Everyone
|
| 2 |
Terrorists
|
| 3 |
Counter-Terrorists
|
| other |
No one
|
- SetTeam_TerroristOnly (in all games since
)
- Restrict buyzone to Terrorists only. Equivalent to
SetTeam 2.
- SetTeam_CTOnly (in all games since
)
- Restrict buyzone to Counter-Terrorists only. Equivalent to
SetTeam 3.
- SetTeam_AllTeams (in all games since
)
- Allows all teams to use the buyzone. Equivalent to
SetTeam 0.
- SetTeam_None (in all games since
)
- Allows no team to use the buyzone, effectively disabling it. Equivalent to
SetTeam -1.
team <integer choicesRedirectInput/integer>
!FGD
- Exists as due to the
team KV being defined using DEFINE_INPUT() instead of DEFINE_KEYFIELD().
- Sets the team KV to the specified value. Since the KV is only analyzed during spawn, this input is useless.
BaseTrigger
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest (in all games since
)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in: )
- StartTouch (in all games since
) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- EndTouch (in all games since
) !FGD
- Behave as if !caller had just exited the trigger volume.
- DisableAndEndTouch (only in
 )
- Disables this trigger and calls EndTouch on all currently-touching entities.
|
Outputs
BaseTrigger
- OnStartTouch
- !activator = entity that caused this output
!caller = this entity
- Fired when a valid entity starts touching this trigger.
- OnStartTouchAll
- !activator = entity that caused this output
!caller = this entity
- Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only
OnStartTouch will fire.
- OnEndTouch
- !activator = entity that caused this output
!caller = this entity
- Fired when a valid entity stops touching this trigger.
Note:Will also fire for entities touching it when trigger is disabled via Disable input
Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch.
- OnEndTouchAll
- !activator = entity that caused this output
!caller = this entity
- Fired when all valid entities stop touching this trigger.
- OnTouching (in all games since
)
- !activator = !caller = this entity
- Fired if something is currently touching this trigger when
TouchTest is fired.
- OnNotTouching (in all games since
)
- !activator = !caller = this entity
- Fired if nothing is currently touching this trigger when
TouchTest is fired.
|
This code...
- replaces its base class with Trigger which effectively adds trigger properties such as the keyvalue StartDisabled, the inputs and outputs Enable/Disable/Toggle/OnStartTouch/... and the trigger flags (1: Clients, ...).
- adds the input TouchTest and the outputs OnTouching/OnNotTouching as seen in trigger_multiple of base.fgd.
- removes the invalid inputs SetEnabled, SetDisabled.
Replace the corresponding lines of cstrike.fgd or csgo.fgd near func_buyzone with this.
Note:
The inputs SetTeam_[...] don't exist, so make sure not to add those four lines.
@SolidClass base(Trigger, TeamNum) = func_buyzone: // "Targetname" -> "Trigger" so we inherit "OnStartTouch" etc.
"Buy Zone. Players can buy equipment while standing in this zone, if the zone matches their current team.\n\n" +
"A single Buy Zone entity must be either terrorist or counter-terrorist, it cannot be both. Should have " +
"the toolstrigger material applied to all sides"
[
// input SetEnabled(void) : "Sets this buyzone as enabled."
// input SetDisabled(void) : "Sets this buyzone as disabled."
// not in CS:S!
input SetTeam_TerroristOnly(void) : "Make it so only terrorist can buy from this buyzone."
input SetTeam_CTOnly(void) : "Make it so only CT's can buy from this buyzone."
input SetTeam_AllTeams(void) : "Make it so all teams can buy from this buyzone."
input SetTeam_None(void) : "Make it so no teams can buy from this buyzone (this essentially disables the buyzone)."
input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."
output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
]