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item_teamflag

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

item_teamflag is a point entity available in Team Fortress 2 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 Delivery, the reactor core in Robot Destruction and the pickup objectives in Player Destruction.

Keyvalues

Return time (in seconds) (ReturnTime) <integer>
Length of time (in seconds) before dropped flag/intelligence returns to base.
Trail effects (trail_effect) <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) (NeutralType) <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) (ScoringType) <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
Return Between Waves (ReturnBetweenWaves) <boolean>
Visible When Disabled (VisibleWhenDisabled) <boolean>
Makes the flag model show even if the flag is disabled.
Icon (flag_icon) <material>
The HUD icon to use for the flag.
Paper Particle (flag_paper) <string>
The particle effect to use for the paper trail.
Trail Effect (flag_trail) <string>
The particle effect to use for the color trail.
Model (flag_model) <studiomodel>
The model to use for the flag. Defaults to models/flag/briefcase.mdl
tags (tags) <string>
Tags used for the AI bomb carrier to avoid nav areas that have matching tags. Tags need to be separated by empty space.

TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD



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
  • 5 : Robot Destruction
  • 6 : Player Destruction !FGD

EnableDisable:

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

Base:
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.

Inputs

RoundActivate
Unknown.
ForceDrop
Force the flag to be dropped if it's being carried by a player.
ForceGlowDisabled <integer>
Input should be 0 or 1. Controls whether the flag has its normal glow.
ForceReset
Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location.
ForceResetSilent
Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location silently (no messages sent to players).
ForceResetAndDisableSilent
Force the flag to be dropped if it's being carried by a player, and disable the flag, then reset the flag to its original location silently (no messages sent to players).
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
ForceGlowDisabled
Disables the flag's outline

DynamicProp:

SetAnimation <string>
Forces the prop to play the named animation.
SetDefaultAnimation <string>
Changes the animation played when not in a random/forced sequence.
SetPlaybackRate <float>
Sets the framerate at which animations are played.
TurnOff
Hides the prop through EF_NODRAW. The Disable input does the exact same thing.
TurnOn
Shows the prop (by removing EF_NODRAW). The Enable input does the exact same thing.
DisableCollision
Tells the prop to no longer be solid.
EnableCollision
Tells the prop to become solid again.
SetAnimationNoReset <string> (in all games since Alien Swarm)
Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation.
FadeAndKill  (in all games since Portal 2)
Fade out then remove this prop.

Model:
skin <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup <integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime <float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires <integer> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
IgniteHitboxFireScale <float> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
BecomeRagdoll
Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints. For other models, phys_convert can be used instead.
SetLightingOrigin <targetname>
Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname> (removed since Left 4 Dead) Obsolete
Deprecated. Offsets the entity's lighting origin by their distance from an info_lighting_relative. Use SetLightingOrigin instead.
fademindist <float>
Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist <float>
Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale <vector> (only in Source 2013)
Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Tip.pngTip:The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.
Warning.pngWarning:Negative or extremely high values can cause crashes!
SetCycle <float> (only in Team Fortress 2)
Skip to a specific point in the current animation.
SetModel <string> (only in Team Fortress 2)
Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.
Icon-Important.pngImportant:Absolutely NO quotes! Make sure you use the forward slash '/'. Merasmus says to heed this advice, else thou shalt corrupt the VMF.
SetPlayBackRate <float> (only in Team Fortress 2)
Change the animation speed multiplier.
Alpha <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color <color255>
Sets an RGB color for the entity.
SetDamageFilter <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.

TFTeam:

SetTeam <integer>
Changes the entity's Team keyvalue.

EnableDisable:

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

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.

Outputs

OnReturn
Sent when the flag is returned via timer.
OnPickup
Sent when the flag is picked up.
Icon-Bug.pngBug:In Player Destruction mode, this does not fire if the player is already carrying a flag.
OnPickup1
Sent when the flag is picked up. Passes the player as activator.
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.
OnDrop1
Sent when the flag is dropped. Passes the player as activator.
OnCapture
Sent when the flag is captured.
OnCapture1
Sent when the flag is captured. Passes the player as activator.
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.

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