Obj sentrygun: Difference between revisions
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Tip:Mini-sentries can be created by copying the following VScript code to a .nut file and assigning it under the
Note:Values higher than 2 are accepted (need to be typed in with SmartEdit off), with the limit being 90. With higher levels, the objects gain more health/damage/recharge speed.
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
Thunder4ik (talk | contribs) m (→top: Unicodifying, replaced: [[Image: → [[File:) |
(Add VScript code for spawning a mini sentry) |
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==Entity Description== | ==Entity Description== | ||
Used to place a {{tfwiki|Sentry Gun}} in your map. The Sentry Gun is a defensive building that puts heavy fire on any enemies that come into range. The Sentry Gun has a range of 1100 Hammer Units from its origin. | Used to place a {{tfwiki|Sentry Gun}} in your map. The Sentry Gun is a defensive building that puts heavy fire on any enemies that come into range. The Sentry Gun has a range of 1100 Hammer Units from its origin. | ||
{{tip|Mini-sentries can be created by copying the following [[VScript]] code to a .nut file and assigning it under the <code>Entity Scripts</code> | |||
<source lang=js> | |||
function Precache() | |||
{ | |||
NetProps.SetPropBool(self, "m_bMiniBuilding", true); | |||
} | |||
function OnPostSpawn() | |||
{ | |||
self.SetModelScale(0.75, 0.0); | |||
self.SetSkin(self.GetSkin() + 2); | |||
} | |||
</source> | |||
}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV TFObject}} | {{KV TFObject}} |
Revision as of 15:17, 14 January 2024


obj_sentrygun
is an e0 available in Team Fortress 2.
Entity Description
Used to place a Sentry Gun in your map. The Sentry Gun is a defensive building that puts heavy fire on any enemies that come into range. The Sentry Gun has a range of 1100 Hammer Units from its origin.

Entity Scripts
function Precache()
{
NetProps.SetPropBool(self, "m_bMiniBuilding", true);
}
function OnPostSpawn()
{
self.SetModelScale(0.75, 0.0);
self.SetSkin(self.GetSkin() + 2);
}
Keyvalues
TFObject:
- Team (TeamNum) <choices>
- Team
- 2 : Red
- 3 : Blue
- Starting Upgrade Level (defaultupgrade) <choices>
- Object spawns in the selected level.
- 0 : Level 1
- 1 : Level 2
- 2 : Level 3

- SolidToPlayer (SolidToPlayer) <choices>
- Object is solid or non-solid to players. !FGD
- 1 : Solid
- 0 : Non-solid

Flags
BaseObject:
- Invulnerable : [2]
Bug:Invulnerable buildings can still be stunned with the
Sapper or completely destroyed with the
Red-Tape Recorder.
- Upgradable : [4]
- Infinite Ammo : [8]
Inputs
TFObject:
- SetHealth <integer >
- Sets the current and maximum health. If the object is upgraded, the health will scale according to the new value.
Bug:Crashes if set to 0. [todo tested in ?]
- AddHealth <integer >
- Increase the current health of the object. Does not surpass maximum health. Does not destroy the building if set at 0.
- RemoveHealth <integer >
- Decrease current health of the object. Destroys the object if the health hits 0.
- SetSolidToPlayer <boolean >
- Sets the object to be solid or non-solid to players. 0 - non-solid, 1 - solid. !FGD
Note:The builder of the building will always be solid to the object.
- SetBuilder
- Sets the builder of the object to the !activator.
- Show
- Makes the building visible and re-enables it.
- Hide
- Makes the building invisible and disables it.
Bug:Does not hide the obj_dispenser screen. A workaround is to fire the
SetInactive
(orSetActive
) on the vgui_screen entity, although it will apply to all buildings. [todo tested in ?]
- Enable
- Enable the object.
Note:Using
Enable
after using theHide
input will enable the building and keep it invisible.Bug:
Enable
will reset the upgrade level on the object. Use theShow
input instead, which properly re-enables the object. [todo tested in ?]
- Disable
- Disable the object.

Outputs

TFObject:
- OnDestroyed
- Sent when object dies.
- OnDamaged
- Sent when hurt. Works with !activator.