Tf point weapon mimic: Difference between revisions
		
		
		
		
		
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 Bug:While a different model can be used on the projectiles, the collision of the model might be off.  [todo tested in ?]
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 ?]
Bug:If a projectile has been fired and this entity is killed afterwards, the fired projectiles will not do damage.  [todo tested in ?]
		
	
|  (-added class hierarchy, cleanup) | mNo edit summary | ||
| Line 13: | Line 13: | ||
| :* 2 : Arrows | :* 2 : Arrows | ||
| :* 3 : Stickies | :* 3 : Stickies | ||
| {{KV|Fire Sound|intn=FireSound|string|The sound to be played when  | {{KV|Fire Sound|intn=FireSound|string|The sound to be played when fired. {{bug|Does not work.}}}} | ||
| {{KV|Particle Effect|intn=ParticleEffect|string|The particle effect to be played when  | {{KV|Particle Effect|intn=ParticleEffect|string|The particle effect to be played when fired.}} | ||
| {{KV|Model Override|intn=ModelOverride|string|The model to apply onto projectiles  | {{KV|Model Override|intn=ModelOverride|string|The model to apply onto projectiles when fired.}} | ||
| {{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}}}} | ||
| {{KV|Minimum Speed|intn=SpeedMin|integer|Minimum speed for each projectile.}} | {{KV|Minimum Speed|intn=SpeedMin|integer|Minimum speed for each projectile.}} | ||
Revision as of 17:44, 9 August 2024

 
|  Class hierarchy | 
|---|
| CTFPointWeaponMimic | 
|  tf_point_weapon_mimic.cpp | 
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.
 Team Fortress 2. 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.  [todo tested in ?]
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 ?]
Bug:If a projectile has been fired and this entity is killed afterwards, the fired projectiles will not do damage.  [todo tested in ?]Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 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 fired.  Bug:Does not work.  [todo tested in ?] Bug:Does not work.  [todo tested in ?]
- Particle Effect (ParticleEffect) <string>
- The particle effect to be played when fired.
- Model Override (ModelOverride) <string>
- The model to apply onto projectiles when fired.
- Model Scale (ModelScale) <integer>
- Scale for the projectile model.  Bug:Not implemented for rockets or arrows  [todo tested in ?] 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.























