Passtime ball: Difference between revisions

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{{tf2 point|passtime_ball}}
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{{CD|CPasstimeBall|file1=tf_passtime_ball.cpp}}
 
{{this is a|model entity|game=Team Fortress 2|name=passtime_ball}}
 
 
 
 
 
 
 
 
 
 
 
==Entity description==
The "Jack" or ball in Pass Time.
The "Jack" or ball in Pass Time.


{{Warning|This entity deals damage if it goes fast enough when colliding with a player who can't pick it up. However, if it was never picked up, the Attacker of that damage is never defined. This will cause a crash if the player has damage filters of type filter_activator_tfteam or filter_activator_team. Using a filter_multi that first check for damage type Club (128) or Club+Critical (1048704) before those filters prevents the crash.}}
{{Warning|This entity deals damage if it goes fast enough when colliding with a player who can't pick it up. However, if it was never picked up, the Attacker of that damage is never defined. This will cause a crash if the player has damage filters of type [[filter_activator_tfteam]] or [[filter_activator_team]]. Using a [[filter_multi]] that first checks for damage type Club (128) or Club+Critical (1048704) before those filters prevents the crash.}}


{{tfitem}}
{{tfitem}}

Latest revision as of 04:33, 19 May 2025

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C++ Class hierarchy
CPasstimeBall
CBaseAnimating
CBaseEntity
C++ tf_passtime_ball.cpp

passtime_ball is a model entity available in Team Fortress 2 Team Fortress 2. The "Jack" or ball in Pass Time.

Warning.pngWarning:This entity deals damage if it goes fast enough when colliding with a player who can't pick it up. However, if it was never picked up, the Attacker of that damage is never defined. This will cause a crash if the player has damage filters of type filter_activator_tfteam or filter_activator_team. Using a filter_multi that first checks for damage type Club (128) or Club+Critical (1048704) before those filters prevents the crash.

Keywords

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

Auto-Materialize (automaterialize) <boolean>
Whether the pickup will automatically re-materialize after 10 seconds.
Model (powerup_model) <string>
Changes the model to something other than the default.
TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

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  !FGD
Sent when the entity is picked up by a player.