Archer proxy: Difference between revisions
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{{this is a| | {{LanguageBar}} | ||
{{Ent not in fgd}} | |||
{{CD|CTFArcherProxy|file1=archer_proxy.cpp}} | |||
{{this is a|model entity|game=Team Fortress 2|name=archer_proxy}} | |||
{{ent|archer_proxy}} fires arrows in a similar way to [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] archer bots. {{ent|archer_proxy}} will do the following actions upon creation: | {{ent|archer_proxy}} fires arrows in a similar way to [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] archer bots. {{ent|archer_proxy}} will do the following actions upon creation: | ||
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# Enters the <code>AIM_AND_FIRE</code> state where it picks targets visible from its sight (both RED and BLU players/bots) and fire arrows at them every second. | # Enters the <code>AIM_AND_FIRE</code> state where it picks targets visible from its sight (both RED and BLU players/bots) and fire arrows at them every second. | ||
# If it has no targets to shoot, it will hide its model and enter the <code>HIDE</code> state until it finds targets to shoot, after which it will go back to the <code>AIM_AND_FIRE</code> state. | # If it has no targets to shoot, it will hide its model and enter the <code>HIDE</code> state until it finds targets to shoot, after which it will go back to the <code>AIM_AND_FIRE</code> state. | ||
==Outputs== | ==Outputs== | ||
{{ | {{O|KilledNPC|Output sent when it kills a player or bot.|nofgd=1}} | ||
Latest revision as of 04:30, 19 May 2025


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CTFArcherProxy |
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archer_proxy
is a model entity available in Team Fortress 2.
archer_proxy fires arrows in a similar way to Mann Vs. Machine archer bots. archer_proxy will do the following actions upon creation:
- Enter the
HIDDEN
state where it does nothing forRandomFloat(0.1, 1) * tf_archer_proxy_fire_rate
ticks and doesn't show its model. - Enters an
EMERGE
state and shows its model, but still does nothing for one second. - Enters the
AIM_AND_FIRE
state where it picks targets visible from its sight (both RED and BLU players/bots) and fire arrows at them every second. - If it has no targets to shoot, it will hide its model and enter the
HIDE
state until it finds targets to shoot, after which it will go back to theAIM_AND_FIRE
state.
Outputs
- KilledNPC !FGD
- Output sent when it kills a player or bot.