Archer proxy: Difference between revisions
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m (KilledNPC isn't defined in the FGD. Also added a table of contents and reorganized the KilledNPC output.) |
(Clarify the description.) |
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{{code class|CTFArcherProxy|archer_proxy.cpp}} | {{code class|CTFArcherProxy|archer_proxy.cpp}} | ||
==Entity description== | ==Entity description== | ||
{{ent|archer_proxy}} fires arrows in a similar way to [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] archer bots. {{ent|archer_proxy}} will do the following actions upon creation: | |||
# 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. | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV BaseEntity|base=1}} | {{KV BaseEntity|base=1}} |
Revision as of 12:18, 26 April 2022
archer_proxy
is a point entity available in Team Fortress 2.
Entity description
archer_proxy fires arrows in a similar way to Mann Vs. Machine archer bots. archer_proxy will do the following actions upon creation:
- Enter the
HIDDEN
state where it does nothing forRandomFloat(0.1, 1) * tf_archer_proxy_fire_rate
ticks and doesn't show its model. - Enters an
EMERGE
state and shows its model, but still does nothing for one second. - 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 theAIM_AND_FIRE
state.
Keyvalues
Inputs
Outputs
- KilledNPC !FGD
- Output sent when it kills a player or bot.