Ballplayertoucher: Difference between revisions
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(Page formatting made consistent with entity pages from L4D / CSGO; Sentences slightly adjusted due to <code> adding extra whitespaces; Used newer templates) |
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{{tf2 point|_ballplayertoucher}} Its a helper entity for the<code>passtime_ball</code>entity, which spawns alongside<code>_ballplayertoucher</code>itself. This entity allows<code>passtime_ball</code>to collide with triggers and players. | {{tf2 point|_ballplayertoucher}} Its a helper entity for the<code>passtime_ball</code>entity, which spawns alongside<code>_ballplayertoucher</code>itself. This entity allows<code>passtime_ball</code>to collide with triggers and players. | ||
Interestingly, this entity stores the collision flag<code>SOLID_VPHYSICS</code>when not touching a trigger or player; Conversely it however stores ''two'' collision flags: <code>FSOLID_NOT_SOLID</code>and<code>SOLID_NONE</code>when otherwise. | Interestingly, this entity stores the collision flag<code>SOLID_VPHYSICS</code>when not touching a trigger or player; Conversely it however stores ''two'' collision flags:<code>FSOLID_NOT_SOLID</code>and<code>SOLID_NONE</code>when otherwise. | ||
{{code class|CBallPlayerToucher|tf_passtime_ball.cpp}} | {{code class|CBallPlayerToucher|tf_passtime_ball.cpp}} | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV BaseEntity|base=1}} | {{KV BaseEntity|base=1}} | ||
==Inputs== | ==Inputs== | ||
{{I BaseEntity|base=1}} | {{I BaseEntity|base=1}} | ||
==Outputs== | ==Outputs== | ||
{{IO|OnTouch|Output sent when this entity collides with a player.}} | {{IO|OnTouch|Output sent when this entity collides with a player.}} | ||
{{O BaseEntity}} | {{O BaseEntity}} |
Revision as of 12:04, 15 May 2021
_ballplayertoucher
is a point entity available in Team Fortress 2. Its a helper entity for the
passtime_ball
entity, which spawns alongside_ballplayertoucher
itself. This entity allowspasstime_ball
to collide with triggers and players.
Interestingly, this entity stores the collision flagSOLID_VPHYSICS
when not touching a trigger or player; Conversely it however stores two collision flags:FSOLID_NOT_SOLID
andSOLID_NONE
when otherwise.
Keyvalues
Inputs
Outputs
- OnTouch
- Output sent when this entity collides with a player.