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 15:24, 5 June 2025
| CSpellPickup | 
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. 
parentnameortarget).
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:
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput). 
- 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.