Tf spell pickup: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
 (created page using documentation from Hammer)  | 
				m (minor formatting fix)  | 
				||
| Line 13: | Line 13: | ||
{{ScrollBox|title=Powerup_model|{{KV|Model|string|Changes the in-game model to something other than the default model.}}}}  | {{ScrollBox|title=Powerup_model|{{KV|Model|string|Changes the in-game model to something other than the default model.}}}}  | ||
{{ScrollBox|title=AutoMaterialize|{{KV|Auto-Materialize|bool|The pickup should automatically materialize after being picked up.}}}}  | {{ScrollBox|title=AutoMaterialize|{{KV|Auto-Materialize|bool|The pickup should automatically materialize after being picked up.}}}}  | ||
{{ScrollBox|title=Tier|{{KV|Spell Tier|choices|Tier of spells that would be randomly assigned to the player  | {{ScrollBox|title=Tier|{{KV|Spell Tier|choices|Tier of spells that would be randomly assigned to the player}}  | ||
* 0 : Common  | :* 0 : Common  | ||
* 1 : Rare  | :* 1 : Rare}}  | ||
==Inputs==  | ==Inputs==  | ||
Revision as of 22:08, 14 December 2013
 tf_spell_pickup  is a   point entity  available in 
 Team Fortress 2.
Entity description
A spellbook pickup used in Helltower and dynamically dropped by killed players in any Halloween map that has spells enabled.
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 
TeamNum:
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput). 
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
 - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
 
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
 - Distance at which the entity starts to fade.
 
- End Fade Dist (fademaxdist) <float>
 - Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
 - If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
 
 - The values will scale appropriately if the entity is in a 3D Skybox.
 
- Fade Scale (fadescale) <float>
 - If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in 
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade. 
Powerup_model:
AutoMaterialize:
Tier:
- Spell Tier ([todo internal name (i)]) <choices>
 - Tier of spells that would be randomly assigned to the player
- 0 : Common
 - 1 : Rare
 
 
Inputs
EnableDisable:
- Enable / Disable
 - Enable/disable this entity from performing its task. It might also disappear from view.
 Toggle- Toggles the enabled/disabled status of the entity.
 
Outputs
OnPlayerTouch- Sent when the entity is picked up by a player.