Tf point weapon mimic: Difference between revisions

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(Pretty sure that description is nonsense.)
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{{stub}}
{{stub}}
{{tf2 point|tf_point_weapon_mimic}}
{{tf2 point|tf_point_weapon_mimic}}
{{bug|While a different model can be used on the projectiles, the collision of the model might be off}}
{{bug|While a different model can be used on the projectiles, the collision of the model might be off.}}
{{bug|If one of this entity enters the [[void]] or the inside of a brush in any way, it will automatically kill itself. If the entity is then respawned using a point_template, it will lose functionality and not do damage. }}
==Entity description==
==Entity description==
tf_point_weapon_mimic is an entity used to fire projectiles from various weapons. Options include rockets, grenades, arrows, and stickybombs.
tf_point_weapon_mimic is an entity used to fire projectiles from various weapons. Options include rockets, grenades, arrows, and stickybombs.

Revision as of 06:29, 25 March 2018

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Team Fortress 2 tf_point_weapon_mimic is a point entity available in Team Fortress 2 Team Fortress 2.

Icon-Bug.pngBug:While a different model can be used on the projectiles, the collision of the model might be off.  [todo tested in ?]
Icon-Bug.pngBug:If one of this entity enters the void or the inside of a brush in any way, it will automatically kill itself. If the entity is then respawned using a point_template, it will lose functionality and not do damage.   [todo tested in ?]

Entity description

tf_point_weapon_mimic is an entity 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 or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Weapon Type ([todo internal name (i)]) <choices>
Which projectiles to fire.
  • 0 : Rockets
  • 1 : Grenades
  • 2 : Arrows
  • 3 : Stickies
Fire Sound ([todo internal name (i)]) <string>
The sound to be played when we fired.
Particle Effect ([todo internal name (i)]) <string>
The particle effect to be played when we fired.
Model Override ([todo internal name (i)]) <string>
The model to apply onto projectiles we fire.
Model Scale ([todo internal name (i)]) <integer>
Scale for the projectile model.
Minimum Speed ([todo internal name (i)]) <integer>
Minimum speed for each projectile.
Maximum Speed ([todo internal name (i)]) <integer>
Maximum speed for each projectile.
Damage ([todo internal name (i)]) <integer>
Damage for the projectile.
Splash Radius ([todo internal name (i)]) <integer>
Splash radius for the projectile.
Spread Angle ([todo internal name (i)]) <integer>
Random spread for each projectile fired.
Always Crits ([todo internal name (i)]) <boolean>
All shots are crits.

Inputs

DetonateStickies
FireMultiple <integerRedirectInput/integer>
Fire multiple projectiles.
FireOnce
Fire a single projectile.


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.