team_control_point

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Team_Control_Point is an entity used to make capture points

<Team Fortress 2> team_control_point is a point entity available in Team Fortress 2.

Entity description

Designates the location of a capture point; use in conjunction with trigger_capture_area. There is a maximum of 8 control points per map.

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).
Start locked <boolean>
Locked means the point will not be available for capture until it is unlocked via its input.
Print Name <string>
LOCALIZED name to print on the HUD.
Group Index <integer>
Used for grouping points together under a team_control_point_master (not using control point rounds).
Default Owner <choices>
Default Owner of the control point.
  • 0 : Neither
  • 2 : Red
  • 3 : Blue
Index <integer>
Index of this point (must be unique).
Warning Type <choices>
Type of warning to issue to the team that owns the control point when the opposing team starts to capture it.
  • 0 : Normal Announcements
  • 1 : Final Capture Point Warning
  • 2 : No Announcements
Warning sound <string>
Sound to be played when this point is being captured (if warn on capture is set).
Randomly set the owner on restart <boolean>
Randomly set the owner of this point during a full restart of the map. The ratio of default owners among the points with this flag will be kept when selecting random owners.
Time-based point value for RED. <integer>
To do: add description
Time-based point value for BLUE. <integer>
To do: add description
Reset Sound <sound>
Sound made when point resets.
Red Capture Sound <sound>
Sound made when RED captures.
Blue Capture Sound <sound>
Sound made when BLUE captures.
Reset model bodygroup <integer>
Control point model bodygroup used when point reverts to neutral state.
RED model bodygroup <integer>
Control point model bodygroup used when RED owns the point.
BLUE model bodygroup <integer>
Control point model bodygroup used when RED owns the point.
HUD overlay neutral <material>
HUD material that will overlay the icon when no one owns the point.
HUD overlay RED <material>
HUD material that will overlay the icon when RED owns the point.
HUD overlay BLUE <material>
HUD material that will overlay the icon when BLUE owns the point.
RED Previous Required Point 1 <targetname>
The name of a previous capture point that RED must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required.
RED Previous Required Point 2 <targetname>
The name of a second previous capture point that RED must own to be able to capture this point.
RED Previous Required Point 3 <targetname>
The name of a third previous capture point that RED must own to be able to capture this point.
BLUE Previous Required Point 1 <targetname>
The name of a previous capture point that BLUE must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required.
BLUE Previous Required Point 2 <targetname>
The name of a second previous capture point that BLUE must own to be able to capture this point.
BLUE Previous Required Point 3 <targetname>
The name of a third previous capture point that BLUE must own to be able to capture this point.

Flags

  • 1 : Hide Control Point on HUD
  • 2 : Start with model hidden
  • 4 : Disable shadow
  • 8 : Disable sounds

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.

Template:I Angles EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetOwner  <integer>
Set the owner of the point.
HideModel
Hide the control point model.
ShowModel
Show the control point model again.
SetLocked  <integer>
Lock the control point. 0 = unlocked, 1 = locked
SetUnlockTime  <integer>
This will automatically unlock the control point in the specified amound of time (seconds).

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.
OnOwnerChangedToTeam1
Sent when owner is changed to RED.
OnOwnerChangedToTeam2
Sent when owner is changed to BLUE.
OnCapReset
Sent when owner is changed to neutral.
OnRoundStartOwnedByTeam1
Sent when a round is starting and the point is owned by RED.
OnRoundStartOwnedByTeam2
Sent when a round is starting and the point is owned by BLUE.
OnCapTeam1
Sent when RED capture this point.
OnCapTeam2
Sent when BLUE capture this point.
OnUnlocked
Sent when point unlocks.

See also