item_teamflag

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A team flag. Don't worry; it's supposed to look like that.

<Team Fortress 2> item_teamflag is a point entity available in Team Fortress 2. This is the "flag" in Team Fortress 2, it also called "intelligence". It is also used for the bomb in the Mann vs. Machine Gamemode, the australium in special defense, the reactor core in robot destruction and the beer bottles in player destruction.

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.

Parentname:

Parent <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Angles:

Pitch Yaw Roll (Y Z X) <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.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).

TFTeam:

Team (TeamNum) <choices>
Team
  • 0: Any
  • 2: Red
  • 3: Blue

TFGameType:

Game Type <choices>
Type of game this flag will be used for.
  • 0 : CTF
  • 1 : Attack/Defend
  • 2 : Territory Control
  • 3 : Invade
  • 4 : Resource Control
Return time (in seconds) <integer>
Length of time (in seconds) before dropped flag/intelligence returns to base.
Trail effects <choices>
Trail effect to use when play is carrying the flag.
  • 0 : None
  • 1 : Both
  • 2 : Paper trail only
  • 3 : Color trail only
Neutral flag (Invade) <choices>
Only used for the Invade game type. When should a dropped Invade flag become neutral?
  • 0 : Never
  • 1 : Default (30 seconds)
  • 2 : Half of the Return Time.
Scoring style (Invade) <choices>
Only used for the Invade game type. When the Invade flag is captured, how should the team be rewarded? 'Score' is the team score in the scoreboard. 'Capture count' is the team capture count used in the HUD.
  • 0 : Increment score
  • 1 : Increment capture count
ReturnBetweenWaves <boolean>
To do: add description
VisibleWhenDisabled <boolean>
Makes the flag model show even if the flag is disabled.
flag_icon <material>
The hud icon to use for the flag
flag_paper <string>
The particle effect to use for the paper trail
flag_trail <string>
The particle effect to use for the color trail
flag_model <studiomodel>
The model to use for the flag. Defaults to models/flag/briefcase.mdl

Inputs

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
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.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

Parentname:

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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

TFTeam:

SetTeam  <integer>
Changes the entity's Team keyvalue.
ForceDrop
Force the flag to be dropped if it's being carried by a player.
ForceReset
Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location.
SetReturnTime  <integer>
Set the length of time (in seconds) before a dropped flag returns to base
ShowTimer  <integer>
Shows the timer icon for the length of time specified
TurnOff
Hides the model.
TurnOn
Shows the model.
skin  <integer>
Set the skin to be used

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  (New with Left 4 Dead)
This Output fires when the entity is killed and removed from the game.
OnReturn
Sent when the flag is returned via timer.
OnPickup
Sent when the flag is picked up.
OnPickupTeam1
Sent when the flag is picked up by RED.
OnPickupTeam2
Sent when the flag is picked up by BLU.
OnDrop
Sent when the flag is dropped.
OnCapture
Sent when the flag is captured.
OnCapTeam1
Sent when the flag is captured by RED.
OnCapTeam2
Sent when the flag is captured by BLU.
OnTouchSameTeam
Sent when the flag is touched by a player on the same team.

See Also