Archer proxy: Difference between revisions

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(Added targetname and parentname KVs and IOs)
(Removed redundant depricated IOs.)
Tag: Undo
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{{code class|CTFArcherProxy|archer_proxy.cpp}}
{{code class|CTFArcherProxy|archer_proxy.cpp}}
==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Parentname}}
{{KV BaseEntity|base=1}}
{{KV BaseEntity|base=1}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I Parentname}}
{{I BaseEntity|base=1}}
{{I BaseEntity|base=1}}



Revision as of 05:48, 24 May 2021

Team Fortress 2 archer_proxy is a point entity available in Team Fortress 2 Team Fortress 2. This entity fires arrows in a similar way to Mann Vs. Machine bow sniper bots. Upon its creation this entity will do the following:

  1. Enter the HIDDEN state where it does nothing for RandomFloat(0.1, 1) * tf_archer_proxy_fire_rate ticks and doesn't show its model.
  2. Enters an EMERGE state and shows its model, but still does nothing for one second.
  3. Enters the AIM_AND_FIRE state where it picks targets visible from its sight (both RED and BLU players/bots) and fire arrows at them every second. If it has no targets to shoot, it will hide its model and enter the HIDE state until it finds targets to shoot, after which it will go back to the AIM_AND_FIRE state.
C++ In code, it is represented by theCTFArcherProxyclass, defined in thearcher_proxy.cppfile.

Keyvalues

Inputs

Outputs

KilledNPC
Output sent when it kills a player or bot.