Tf point weapon mimic: Difference between revisions
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Bug:While a different model can be used on the projectiles, the collision of the model might be off.
Bug:If a projectile has been fired and this entity is killed afterwards, the fired projectiles will not do damage.
m (→Inputs: Substituted IO templates) |
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified) |
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{{CD|CTFPointWeaponMimic|file1=tf_point_weapon_mimic.cpp}} | {{CD|CTFPointWeaponMimic|file1=tf_point_weapon_mimic.cpp}} | ||
{{this is a|point entity|game=Team Fortress 2|name=tf_point_weapon_mimic}} It's used to fire projectiles from various weapons. Options include rockets, grenades, arrows, and stickybombs. | {{this is a|point entity|game=Team Fortress 2|name=tf_point_weapon_mimic}} It's used to fire projectiles from various weapons. Options include rockets, grenades, arrows, and stickybombs. | ||
{{bug|While a different model can be used on the projectiles, the collision of the model might be off.}} | {{bug|hidetested=1|While a different model can be used on the projectiles, the collision of the model might be off.}} | ||
{{bug|If a projectile has been fired and this entity is killed afterwards, the fired projectiles will not do damage.}} | {{bug|hidetested=1|If a projectile has been fired and this entity is killed afterwards, the fired projectiles will not do damage.}} | ||
==Keyvalues== | ==Keyvalues== | ||
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:* 2 : Arrows | :* 2 : Arrows | ||
:* 3 : Stickies | :* 3 : Stickies | ||
{{KV|Fire Sound|intn=FireSound|string|The sound to be played when fired. {{bug|Does not work.}}}} | {{KV|Fire Sound|intn=FireSound|string|The sound to be played when fired. {{bug|hidetested=1|Does not work.}}}} | ||
{{KV|Particle Effect|intn=ParticleEffect|string|The particle effect to be played when fired.}} | {{KV|Particle Effect|intn=ParticleEffect|string|The particle effect to be played when fired.}} | ||
{{KV|Model Override|intn=ModelOverride|string|The model to apply onto projectiles when fired.}} | {{KV|Model Override|intn=ModelOverride|string|The model to apply onto projectiles when fired.}} | ||
{{KV|Model Scale|intn=ModelScale|integer|Scale for the projectile model. {{bug|Not implemented for rockets or arrows}}}} | {{KV|Model Scale|intn=ModelScale|integer|Scale for the projectile model. {{bug|hidetested=1|Not implemented for rockets or arrows}}}} | ||
{{KV|Minimum Speed|intn=SpeedMin|integer|Minimum speed for each projectile.}} | {{KV|Minimum Speed|intn=SpeedMin|integer|Minimum speed for each projectile.}} | ||
{{KV|Maximum Speed|intn=SpeedMax|integer|Maximum speed for each projectile.}} | {{KV|Maximum Speed|intn=SpeedMax|integer|Maximum speed for each projectile.}} |
Latest revision as of 07:16, 20 May 2025


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CTFPointWeaponMimic |
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tf_point_weapon_mimic
is a point entity available in Team Fortress 2. It's used to fire projectiles from various weapons. Options include rockets, grenades, arrows, and stickybombs.


Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Weapon Type (WeaponType) <choices>
- Which projectiles to fire.
- 0 : Rockets
- 1 : Grenades
- 2 : Arrows
- 3 : Stickies
- Fire Sound (FireSound) <string>
- The sound to be played when fired.
Bug:Does not work.
- Particle Effect (ParticleEffect) <string>
- The particle effect to be played when fired.
- Model Override (ModelOverride) <string>
- The model to apply onto projectiles when fired.
- Model Scale (ModelScale) <integer>
- Scale for the projectile model.
Bug:Not implemented for rockets or arrows
- Minimum Speed (SpeedMin) <integer>
- Minimum speed for each projectile.
- Maximum Speed (SpeedMax) <integer>
- Maximum speed for each projectile.
- Damage (Damage) <integer>
- Damage for the projectile.
- Splash Radius (SplashRadius) <integer>
- Splash radius for the projectile.
- Spread Angle (SpreadAngle) <integer>
- Random spread for each projectile fired.
- Always Crits (Crits) <boolean>
- All shots are crits.
Inputs
- DetonateStickies
- Detonates all Stickies, regardless if they're activated or not.
- FireMultiple <integer >
- Fire multiple projectiles.
- FireOnce
- Fire a single projectile.