Tf zombie: Difference between revisions

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{{ent not in fgd}}
{{tf2 point|tf_zombie}}
{{tf2 point|tf_zombie}}
[[File:Skeleton entities.png|thumb|Spooky scary skeletons.]]
== Entity description ==
An AI-controlled entity that attacks players. Despite the name, the entity is a skeleton and not a zombie.


Two skeleton types exist: team-colored and green. Team-colored Skeletons can only attack or receive damage from the opposite team, green Skeletons can attack or receive damage from either team.


There are 3 different ​sizes of Skeletons: Small, Normal​, and ​Kings.


{{stub}}
When ​​destroyed​​, Normal Skeletons ​drop three glowing skulls, which then ​​​sprout​ into three ​Small Skeletons​ that then attack until destroyed.


Spawning the entity will make appear a '''green skeleton''' that can chase and attack the player if nav meshes are generated.
== Keyvalues ==
{{KV|Type|choices|Type of skeleton.}}
:* 0 : Green
:* 2 : Red
:* 3 : Blue
{{KV Targetname}}
{{KV Parentname}}
{{KV Angles}}
{{KV Parentname}}
{{KV RenderFields}}
 
==Inputs==
{{I Targetname}}
{{I Parentname}}
 
==Outputs==
{{O Targetname}}


[[Category:NextBot Entities]]
[[Category:NextBot Entities]]

Revision as of 13:07, 19 July 2018

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

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

Spooky scary skeletons.

Entity description

An AI-controlled entity that attacks players. Despite the name, the entity is a skeleton and not a zombie.

Two skeleton types exist: team-colored and green. Team-colored Skeletons can only attack or receive damage from the opposite team, green Skeletons can attack or receive damage from either team.

There are 3 different ​sizes of Skeletons: Small, Normal​, and ​Kings.

When ​​destroyed​​, Normal Skeletons ​drop three glowing skulls, which then ​​​sprout​ into three ​Small Skeletons​ that then attack until destroyed.

Keyvalues

Type ([todo internal name (i)]) <choices>
Type of skeleton.
  • 0 : Green
  • 2 : Red
  • 3 : Blue
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.
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.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.

Inputs

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