Tf point weapon mimic: Difference between revisions
Jump to navigation
Jump to search

Bug:While a different model can be used on the projectiles, the collision of the model might be off. [todo tested in ?]
Bug:If a projectile has been fired and this entity is killed afterwards, the fired projectiles will not do damage. [todo tested in ?]
(Added some of the keyvalue internal names, idk what the fire sound or particle effect uses.) |
(-added class hierarchy, cleanup) |
||
Line 1: | Line 1: | ||
{{stub}} | {{stub}} | ||
{{this is a|point entity|game=Team Fortress 2|name=tf_point_weapon_mimic}} | {{LanguageBar}} | ||
{{CD|CTFPointWeaponMimic|file1=tf_point_weapon_mimic.cpp}} | |||
{{this is a|point entity|game=Team Fortress 2|name=tf_point_weapon_mimic}} It's used to fire projectiles from various weapons. Options include rockets, grenades, arrows, and stickybombs. | |||
{{bug|While a different model can be used on the projectiles, the collision of the model might be off.}} | {{bug|While a different model can be used on the projectiles, the collision of the model might be off.}} | ||
{{bug|If a projectile has been fired and this entity is killed afterwards, the fired projectiles will not do damage.}} | {{bug|If a projectile has been fired and this entity is killed afterwards, the fired projectiles will not do damage.}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV|Weapon Type|intn=WeaponType|choices|Which projectiles to fire.}} | {{KV|Weapon Type|intn=WeaponType|choices|Which projectiles to fire.}} | ||
:* 0 : Rockets | :* 0 : Rockets | ||
Line 15: | Line 13: | ||
:* 2 : Arrows | :* 2 : Arrows | ||
:* 3 : Stickies | :* 3 : Stickies | ||
{{KV|Fire Sound|string|The sound to be played when we fired. {{bug|Does not work.}}}} | {{KV|Fire Sound|intn=FireSound|string|The sound to be played when we fired. {{bug|Does not work.}}}} | ||
{{KV|Particle Effect|string|The particle effect to be played when we fired.}} | {{KV|Particle Effect|intn=ParticleEffect|string|The particle effect to be played when we fired.}} | ||
{{KV|Model Override|intn=ModelOverride|string|The model to apply onto projectiles we fire.}} | {{KV|Model Override|intn=ModelOverride|string|The model to apply onto projectiles we fire.}} | ||
{{KV|Model Scale|intn=ModelScale|integer|Scale for the projectile model. {{bug|Not implemented for rockets or arrows}}}} | {{KV|Model Scale|intn=ModelScale|integer|Scale for the projectile model. {{bug|Not implemented for rockets or arrows}}}} | ||
Line 30: | Line 28: | ||
{{IO|FireMultiple|Fire multiple projectiles.|param=integer}} | {{IO|FireMultiple|Fire multiple projectiles.|param=integer}} | ||
{{IO|FireOnce|Fire a single projectile.}} | {{IO|FireOnce|Fire a single projectile.}} | ||
[[Category: Team Fortress 2 Entities]] | [[Category: Team Fortress 2 Entities]] |
Revision as of 19:03, 3 August 2024


![]() |
---|
CTFPointWeaponMimic |
![]() |
tf_point_weapon_mimic
is a point entity available in Team Fortress 2. It's used to fire projectiles from various weapons. Options include rockets, grenades, arrows, and stickybombs.


Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Weapon Type (WeaponType) <choices>
- Which projectiles to fire.
- 0 : Rockets
- 1 : Grenades
- 2 : Arrows
- 3 : Stickies
- Fire Sound (FireSound) <string>
- The sound to be played when we fired.
Bug:Does not work. [todo tested in ?]
- Particle Effect (ParticleEffect) <string>
- The particle effect to be played when we fired.
- Model Override (ModelOverride) <string>
- The model to apply onto projectiles we fire.
- Model Scale (ModelScale) <integer>
- Scale for the projectile model.
Bug:Not implemented for rockets or arrows [todo tested in ?]
- Minimum Speed (SpeedMin) <integer>
- Minimum speed for each projectile.
- Maximum Speed (SpeedMax) <integer>
- Maximum speed for each projectile.
- Damage (Damage) <integer>
- Damage for the projectile.
- Splash Radius (SplashRadius) <integer>
- Splash radius for the projectile.
- Spread Angle (SpreadAngle) <integer>
- Random spread for each projectile fired.
- Always Crits (Crits) <boolean>
- All shots are crits.
Inputs
- DetonateStickies
- Detonates all Stickies, regardless if they're activated or not.
- FireMultiple <integer >
- Fire multiple projectiles.
- FireOnce
- Fire a single projectile.