team_control_point

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

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The secondteam_control_pointfrom first stage ofcp_dustbowl.
It marks the location of where a capture point should be at, and comes with various specific configurations that determine how it should look in the world, look in the hud, what points a team must own before it's available, etc.

By itself, it is not capable of influencing the game, and requires a trigger_capture_area alongside it to allow it be captured. A single of either team_control_point_master or team_control_point_round must also exist in the map.

Note.pngNote:There is a maximum of 8 control points per map!

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.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Start locked (point_start_locked) <boolean>
Locked means the point will not be available for capture until it is unlocked via its input.
Print Name (point_printname) <string>
LOCALIZED name to print on the HUD.
Group Index (point_group) <integer>
Used for grouping points together under a team_control_point_master (not using control point rounds).
Default Owner (point_default_owner) <choices>
Default Owner of the control point.
  • 0 : Neither
  • 2 : Red
  • 3 : Blue
Index (point_index) <integer>
Index of this point (must be unique).
Warning Type (point_warn_on_cap) <choices>
Type of warning to issue to the team that owns the control point when the opposing team starts to capture it. Note that the "We have lost the control point" voiceline will still play even if the point is neutral or "No Announcements" is set.
  • 0 : Normal Announcements
  • 1 : Final Capture Point Warning
  • 2 : No Announcements
Warning sound (point_warn_sound) <string>
Sound to be played when this point is being captured (if warn on capture is set).
Randomly set the owner on restart (random_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. (team_timedpoints_2) <integer>
Time-based point value for BLUE. (team_timedpoints_3) <integer>
Reset Sound (team_capsound_0) <sound>
Sound made when point resets.
Red Capture Sound (team_capsound_1) <sound>
Sound made when RED captures.
Blue Capture Sound (team_capsound_2) <sound>
Sound made when BLUE captures.
Reset model bodygroup (team_bodygroup_0) <integer>
Control point model bodygroup used when point reverts to neutral state.
HUD icon neutral (team_icon_0) <string>
HUD icon material when no one owns the point.
HUD icon RED (team_icon_2) <string>
HUD icon material when RED owns the point.
HUD icon BLU (team_icon_3) <string>
HUD icon material when BLU owns the point.
RED model bodygroup (team_bodygroup_1) <integer>
Control point model bodygroup used when RED owns the point.
BLUE model bodygroup (team_bodygroup_2) <integer>
Control point model bodygroup used when RED owns the point.
HUD overlay neutral (team_overlay_0) <material>
HUD material that will overlay the icon when no one owns the point.
HUD overlay RED (team_overlay_2) <material>
HUD material that will overlay the icon when RED owns the point.
HUD overlay BLUE (team_overlay_3) <material>
HUD material that will overlay the icon when BLUE owns the point.
RED Previous Required Point 1 (team_previouspoint_2_0) <string>
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 (team_previouspoint_2_1) <string>
The name of a second previous capture point that RED must own to be abl!pe to capture this point.
RED Previous Required Point 3 (team_previouspoint_2_2) <string>
The name of a third previous capture point that RED must own to be able to capture this point.
BLUE Previous Required Point 1 (team_previouspoint_3_0) <string>
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 (team_previouspoint_3_1) <string>
The name of a second previous capture point that BLUE must own to be able to capture this point.
BLUE Previous Required Point 3 (team_previouspoint_3_2) <string>
The name of a third previous capture point that BLUE must own to be able to capture this point.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

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

Inputs

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).
RoundActivate
Fires theOnRoundStartOwnedByTeam1andOnRoundStartOwnedByTeam2outputs, then applies theStart Lockedkeyvalue's setting

EnableDisable:

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

Outputs

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

MvM