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. [todo tested in ?]
(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
tf_point_weapon_mimic
is a point entity available in Team Fortress 2.

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
ortarget
).
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
Inputs
- DetonateStickies
- FireMultiple <integer >
- Fire multiple projectiles.
- FireOnce
- Fire a single projectile.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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
toFireUser4
Input; see User Inputs and Outputs.