Archer proxy: Difference between revisions

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(Removed redundant depricated IOs.)
Tag: Undo
m (KilledNPC isn't defined in the FGD. Also added a table of contents and reorganized the KilledNPC output.)
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{{tf2 point|archer_proxy}} This entity fires arrows in a similar way to [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] bow sniper bots. Upon its creation this entity will do the following:
{{tf2 point|archer_proxy}}
 
{{code class|CTFArcherProxy|archer_proxy.cpp}}
==Entity description==
This entity fires arrows in a similar way to [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] bow sniper bots. Upon its creation this entity will do the following:


# Enter the <code>HIDDEN</code> state where it does nothing for <code>RandomFloat(0.1, 1) * tf_archer_proxy_fire_rate</code> ticks and doesn't show its model.  
# Enter the <code>HIDDEN</code> state where it does nothing for <code>RandomFloat(0.1, 1) * tf_archer_proxy_fire_rate</code> ticks and doesn't show its model.  
# Enters an <code>EMERGE</code> state and shows its model, but still does nothing for one second.  
# Enters an <code>EMERGE</code> state and shows its model, but still does nothing for one second.  
# Enters the <code>AIM_AND_FIRE</code> 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 <code>HIDE</code> state until it finds targets to shoot, after which it will go back to the <code>AIM_AND_FIRE</code> state.
# Enters the <code>AIM_AND_FIRE</code> 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 <code>HIDE</code> state until it finds targets to shoot, after which it will go back to the <code>AIM_AND_FIRE</code> state.
{{code class|CTFArcherProxy|archer_proxy.cpp}}
==Keyvalues==
==Keyvalues==
{{KV BaseEntity|base=1}}
{{KV BaseEntity|base=1}}
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==Outputs==
==Outputs==
{{IO|KilledNPC|Output sent when it kills a player or bot.|nofgd=1}}
{{O BaseEntity|base=1}}
{{O BaseEntity|base=1}}
{{IO|KilledNPC|Output sent when it kills a player or bot.}}

Revision as of 18:08, 25 May 2021

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

C++ In code, it is represented by theCTFArcherProxyclass, defined in thearcher_proxy.cppfile.

Entity description

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.

Keyvalues

Inputs

Outputs

KilledNPC  !FGD
Output sent when it kills a player or bot.