Template:I TFObject: Difference between revisions
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{{ScrollBox|title=TFObject| | {{ScrollBox|title=TFObject| | ||
{{ | {{I|SetHealth|Sets the current and maximum health. If the object is upgraded, the health will scale according to the new value.|param=integer}} | ||
:{{bug|Crashes if set to 0.}} | :{{bug|Crashes if set to 0.}} | ||
{{ | {{I|AddHealth|Increase the current health of the object. Does not surpass maximum health. Does not destroy the building if set at 0.|param=integer}} | ||
{{ | {{I|RemoveHealth|Decrease current health of the object. Destroys the object if the health hits 0.|param=integer}} | ||
{{ | {{I|SetSolidToPlayer|Sets the object to be solid or non-solid to [[player]]s. 0 - non-solid, 1 - solid.|param=bool}} {{Not in FGD}} | ||
:{{note|The builder of the building will always be solid to the object.}} | :{{note|The builder of the building will always be solid to the object.}} | ||
{{ | {{I|SetTeam|Ses the team the object is allied to. Does not change [[skin]].|param=integer}} | ||
{{ | {{I|Skin|Sets the [[skin]] the object uses. Useful in conjunction with <code>SetTeam</code>.|param=integer}} | ||
{{ | {{I|SetBuilder|Sets the builder of the object to the [[!activator]].}} | ||
{{ | {{I|Show|Makes the building visible and re-enables it.}} | ||
{{ | {{I|Hide|Makes the building invisible and disables it.}} | ||
:{{bug|Does not hide the [[obj_dispenser]] screen. A workaround is to fire the <code>SetInactive</code> (or <code>SetActive</code>) on the [[vgui_screen]] entity, although it will apply to all buildings.}} | :{{bug|Does not hide the [[obj_dispenser]] screen. A workaround is to fire the <code>SetInactive</code> (or <code>SetActive</code>) on the [[vgui_screen]] entity, although it will apply to all buildings.}} | ||
{{ | {{I|Enable|Enable the object.}} | ||
:{{note|Using <code>Enable</code> after using the <code>Hide</code> input will enable the building and keep it invisible.}} | :{{note|Using <code>Enable</code> after using the <code>Hide</code> input will enable the building and keep it invisible.}} | ||
:{{bug|<code>Enable</code> will reset the upgrade level on the object. Use the <code>Show</code> input instead, which properly re-enables the object.}} | :{{bug|<code>Enable</code> will reset the upgrade level on the object. Use the <code>Show</code> input instead, which properly re-enables the object.}} | ||
{{ | {{I|Disable|Disable the object.}} | ||
}}<noinclude> | }}<noinclude> | ||
[[Category:Input Templates|TFObject]] | [[Category:Input Templates|TFObject]] | ||
</noinclude> | </noinclude> |
Latest revision as of 12:57, 21 April 2025
TFObject:
- SetHealth <integer>
- Sets the current and maximum health. If the object is upgraded, the health will scale according to the new value.
Bug:Crashes if set to 0. [todo tested in ?]
- AddHealth <integer>
- Increase the current health of the object. Does not surpass maximum health. Does not destroy the building if set at 0.
- RemoveHealth <integer>
- Decrease current health of the object. Destroys the object if the health hits 0.
- SetSolidToPlayer <boolean>
- Sets the object to be solid or non-solid to players. 0 - non-solid, 1 - solid. !FGD
Note:The builder of the building will always be solid to the object.
- SetBuilder
- Sets the builder of the object to the !activator.
- Show
- Makes the building visible and re-enables it.
- Hide
- Makes the building invisible and disables it.
Bug:Does not hide the obj_dispenser screen. A workaround is to fire the
SetInactive
(orSetActive
) on the vgui_screen entity, although it will apply to all buildings. [todo tested in ?]
- Enable
- Enable the object.
Note:Using
Enable
after using theHide
input will enable the building and keep it invisible.Bug:
Enable
will reset the upgrade level on the object. Use theShow
input instead, which properly re-enables the object. [todo tested in ?]
- Disable
- Disable the object.