Prop soccer ball: Difference between revisions

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(prop_soccer_ball page add from tf2 fgd)
 
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{{tf2 point|prop_soccer_ball}}
{{CD|CPropSoccerBall|file1=tf_props.cpp}}
==Entity description==
{{this is a|model entity|name=prop_soccer_ball|game=Team Fortress 2}} It is used to spawn a soccer ball.
Soccer Ball.
 
==Keyvalues==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
{{KV|Soccer Ball|string|The name of the trigger(s) to try and touch.}}
{{KV Model}}
 
{{KV|Trigger Name|intn=trigger_name|string|The name of the trigger(s) to try to touch.}}
==Inputs==
:{{clarify|Explain how trigger names are delineated, and explain what "try to touch" means, as this code comment discusses:
{{I Targetname}}
::{{quote|Here's the deal.  The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this, we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to touch them.  Our collision system is a vortex of insanity.|comment in {{file|tf_props|cpp}}}} }}
{{IO|Skin|Changes the model skin to the specified number.|param=int}}
{{IO|DisableShadow|Turn shadow off.}}
{{IO|EnableShadow|Turn shadow on.}}
{{IO|AlternativeSorting|Used to attempt to fix sorting problems when rendering. True activates, false deactivates|param=bool}}
{{IO|SetModelScale|Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.|param=string}}


==Outputs==
[[Category:Prop entities|soccer ball]]
{{O Targetname}}
{{IO|OnIgnite|Fired when this object catches fire.}}

Latest revision as of 18:28, 25 May 2025

C++ Class hierarchy
CPropSoccerBall
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ tf_props.cpp

prop_soccer_ball is a model entity available in Team Fortress 2 Team Fortress 2. It is used to spawn a soccer ball.

Keyvalues

Name (targetname) <string>[ Edit ]
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

World Model (model) <model path>[ Edit ]
In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)

Trigger Name (trigger_name) <string>
The name of the trigger(s) to try to touch.
Clarify: Explain how trigger names are delineated, and explain what "try to touch" means, as this code comment discusses:
Here's the deal. The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this, we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to touch them. Our collision system is a vortex of insanity.
— comment in 🖿tf_props.cpp