New entity stuffs.

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A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Finally got some time to look at the new FGD, here are my findings. (maybe a bunch of you have looked and shared the info already, but I haven't seen a thread)
** = overridden by my FGD if you have it installed, go get the update

New things on old entities

info_player_teamspawn
SpawnMode - 0/1 - How the game decides when a player can spawn here. Triggered mode will only allow players sent via a trigger_player_respawn_override (in which case this spawn must be named, and match the trigger). **
Super easy selective spawning! Complicated entity crap like I used to do no longer needed.

item_teamflag
• Shot Clock Mode - Flag uses shot-clock mode, which means that the timer doesn't reset to the full time when an attacking player touches it.
• input 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)."
• input 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)."
I saw the shot clock mentioned in another thread, but putting it here for the record. Could make for much better CTF. More inputs are always good for custom game modes.

team_train_watcher
• input SetTrainRecedeTimeAndUpdate(integer) : "Set the number of seconds before the train starts to recede and update the current recede time." **
Looks like I can remove the hidden OnStartOvertime input from my FGD, as that did the same thing, except only for 5 seconds.

obj_*
input Show/Hide**
input Enable/Disable**
Works to turn off sentry guns and teleporters (which are linked, changing on changes both), but dispensers continue playing their idle sound and the VGUI metal meter won't disappear.


New entities

• tf_halloween_pickup
The ducks. Supports customized model/sound/particle. As it has both team affinity and team specific outputs, this could come in very useful for custom game modes.

• func_forcefield
Not quite sure what the point of this is. It acts like a func_rrv without needing to be linked to a func_rr, just set the team instead. Smells like valve being valve and adding stuff without need.
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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• func_forcefield
Not quite sure what the point of this is. It acts like a func_rrv without needing to be linked to a func_rr, just set the team instead. Smells like valve being valve and adding stuff without need.

Or they're adding it ahead of team for mapper leaks.
 

henke37

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Sep 23, 2011
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err, rr and rrv?
 

wareya

L420: High Member
Jun 17, 2012
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Does the shot clock mode just lock the timer at its current value? Definitely want to see how that works, I never even considered it.
 

ibex

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Sep 1, 2013
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Is it possible that this shot clock mode is the default for the item_teamflag? I compiled a map with a flag quite recently and it was in shot clock mode without me knowing.

edit: Just looked at the flag and it is set to "no" for shot clock mode...though someone said they saw it during the test.. How odd.
 
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A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Based on some quick observation, it restores the return time by 1 second for every 1 second it is held.

No I'm pretty sure it isn't default, because that would mean every previous map would now work differently.