Tf weapon slap: Difference between revisions

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m (Fixed grammar errors and added base entity KVs and IOs.)
(Expanded the description; Replaced 'I WeaponSpawn' template with 'I BaseAnimating"; May tidy up 'I BaseAnimating' template soon, but 'KV BaseAnimating' is first (That former template is actually a wrapper template of weapons from the CS / L4D series!))
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{{tf2 point|tf_weapon_slap}}
{{tf2 point|tf_weapon_slap}} The entity belonging to the [http://wiki.teamfortress.com/wiki/Hot_Hand Hot Hand] melee weapon, equippable by the [http://wiki.teamfortress.com/wiki/Pyro Pyro]. When manually spawned with the{{ent|ent_create}}command, it will permanently stay static and do nothing.


==Entity description==
This entity is only for internal use, specifically for code that runs when a player respawns. It is only of interest to scripters, or mappers involved in complex [[I/O]].  
This entity is used for the [http://wiki.teamfortress.com/wiki/Pyro Pyro] melee weapon known as the [http://wiki.teamfortress.com/wiki/Hot_Hand Hot Hand]. It will not appear in-game when spawned with the <code>[[ent_create]]</code> command.


==Keyvalues==
==Keyvalues==
{{KV BaseEntity}}
{{KV BaseEntity|base=1}}
{{KV BaseAnimating|base=1}}


==Inputs==
==Inputs==
{{I Weapon}}
{{I Weapon}}
{{I WeaponSpawn}}
{{I BaseEntity|base=1}}
{{I BaseAnimating|base=1}}


==Outputs==
==Outputs==
{{O Weapon}}
{{O BaseEntity}}

Revision as of 19:35, 25 May 2021

Team Fortress 2 tf_weapon_slap is a point entity available in Team Fortress 2 Team Fortress 2. The entity belonging to the Hot Hand melee weapon, equippable by the Pyro. When manually spawned with theent_createcommand, it will permanently stay static and do nothing.

This entity is only for internal use, specifically for code that runs when a player respawns. It is only of interest to scripters, or mappers involved in complex I/O.

Keyvalues

Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history

Inputs

HideWeapon  !FGD
If this weapon is being held, hide the worldmodel and/or viewmodel via EF_NODRAW. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history

Outputs