Tf spell pickup: Difference between revisions
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{{ | {{TF2 topicon}} | ||
{{ | {{LanguageBar}} | ||
{{CD|CSpellPickup|file1=1}} | |||
{{this is a|model entity|game=Team Fortress 2|name=tf_spell_pickup}} | |||
A spellbook pickup used in Helltower and dynamically dropped by killed players in [[tf_logic_holiday|any Halloween map that has spells enabled]]. | A spellbook pickup used in Helltower and dynamically dropped by killed players in [[tf_logic_holiday|any Halloween map that has spells enabled]]. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV|Spell Tier|intn=tier|integer choices|Tier of spells that would be randomly assigned to the player | |||
:* 0 : Common | |||
:* 1 : Rare | |||
}} | |||
{{KV TFTeam}} | {{KV TFTeam}} | ||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
{{KV Angles}} | {{KV Angles}} | ||
{{KV DistanceFade}} | {{KV DistanceFade}} | ||
==Inputs== | {{minititle|Powerup_model}} | ||
{{KV|Model|string|Changes the in-game model to something other than the default model.}} | |||
{{minititle|AutoMaterialize}} | |||
{{KV|Auto-Materialize|bool|The pickup should automatically materialize after being picked up.}} | |||
== Inputs == | |||
{{I EnableDisable}} | {{I EnableDisable}} | ||
{{I|Toggle|Toggles the enabled/disabled status of the entity.}} | |||
==Outputs== | ==Outputs== | ||
{{O | {{O|OnPlayerTouch|Sent when the entity is picked up by a player.}} | ||
Latest revision as of 16:24, 5 June 2025


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CSpellPickup |
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tf_spell_pickup
is a model entity available in Team Fortress 2.
A spellbook pickup used in Helltower and dynamically dropped by killed players in any Halloween map that has spells enabled.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Spell Tier (tier) <integer choices>
- Tier of spells that would be randomly assigned to the player
- 0 : Common
- 1 : Rare
TeamNum:
- Initial Team (TeamNum) <choices>
- Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in
) !FGD
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- 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.
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Powerup_model:
- Model ([todo internal name (i)]) <string>
- Changes the in-game model to something other than the default model.
AutoMaterialize:
- Auto-Materialize ([todo internal name (i)]) <boolean>
- The pickup should automatically materialize after being picked up.
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- Toggle
- Toggles the enabled/disabled status of the entity.
Outputs
- OnPlayerTouch
- Sent when the entity is picked up by a player.