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Base boss: Difference between revisions

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(Class Hierarchy)
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{{LanguageBar}}
{{LanguageBar}}{{TF2 topicon}}
{{CD|CTFBaseBoss|file1=tf/player_vs_environment/tf_base_boss.cpp|base=NextBotCombatCharacter}}
{{this is a|point entity|name=base_boss|game=Team Fortress 2}}
{{this is a|point entity|name=base_boss|game=Team Fortress 2}}
{{TF2 topicon}}
It is the entity that the {{ent|tank_boss}} entity uses as a base and thus shares a lot of its behaviors. A few examples include:
It is the entity that the {{ent|tank_boss}} entity uses as a base and thus shares a lot of its behaviors. A few examples include:
* Crushes engineer buildings that collide with it
* Crushes engineer buildings that collide with it

Revision as of 08:05, 17 August 2024

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C++ Class hierarchy
CTFBaseBoss
NextBotCombatCharacter
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ tf_base_boss.cpp

base_boss is a point entity available in Team Fortress 2 Team Fortress 2. It is the entity that the tank_boss entity uses as a base and thus shares a lot of its behaviors. A few examples include:

  • Crushes engineer buildings that collide with it
  • TFBots treat this entity as an enemy
  • Drops currency pack on death
  • Plays sounds to client when it gets damaged

base_boss itself was originally intended for the now-scrapped Tfwiki favicon.png Raid gamemode. By itself, it is static and does not perform anything; however, it is still of use in setting up a custom hitbox for any custom static NPC bosses.

Tip.pngTip:This entity can be used for a moving bot template via VScript, see the example.
Warning.pngWarning:The default step height of this entity is 100, so if driven by NextBot locomotion it can have issues with elevations. This can be fixed by lowering the height via SetStepHeight input.
C++ In code, it is represented by theCTFBaseBossclass, defined in thetf_base_boss.cppfile.

Keyvalues

health ([todo internal name (i)]) <integer>
Determines the initial health.
model ([todo internal name (i)]) <string>
Filepath to the model this entity will use. Will use the model bounding box to determine its hitbox and collision
speed ([todo internal name (i)]) <float>
The speed that this entity moves.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

SetHealth <integerRedirectInput/integer>
Sets the entity's health to this value.
SetMaxHealth <integerRedirectInput/integer>
Sets the entity's maximum health to this value.
AddHealth <integerRedirectInput/integer>
Add this amount of health to the entity.
RemoveHealth <integerRedirectInput/integer>
Subtract this amount of health from the entity.
SetSpeed <integerRedirectInput/integer>
Sets this entity's speed to this value.
SetStepHeight <floatRedirectInput/float>
Sets maximum height of steps that the entity can climb
SetMaxJumpHeight <floatRedirectInput/float>
Sets maximum height this entity can jump

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

OnHealthBelow90Percent to OnHealthBelow10Percent
Fires when the entity's health goes below X percent of its maximum health.
OnKilled
Fired when the boss is killed.


See also