Archer proxy: Difference between revisions
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(Removed redundant depricated IOs.) Tag: Undo |
m (KilledNPC isn't defined in the FGD. Also added a table of contents and reorganized the KilledNPC output.) |
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{{tf2 point|archer_proxy}} This entity fires arrows in a similar way to [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] bow sniper bots. Upon its creation this entity will do the following: | {{tf2 point|archer_proxy}} | ||
{{code class|CTFArcherProxy|archer_proxy.cpp}} | |||
==Entity description== | |||
This entity fires arrows in a similar way to [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] bow sniper bots. Upon its creation this entity will do the following: | |||
# Enter the <code>HIDDEN</code> state where it does nothing for <code>RandomFloat(0.1, 1) * tf_archer_proxy_fire_rate</code> ticks and doesn't show its model. | # Enter the <code>HIDDEN</code> state where it does nothing for <code>RandomFloat(0.1, 1) * tf_archer_proxy_fire_rate</code> ticks and doesn't show its model. | ||
# Enters an <code>EMERGE</code> state and shows its model, but still does nothing for one second. | # Enters an <code>EMERGE</code> state and shows its model, but still does nothing for one second. | ||
# Enters the <code>AIM_AND_FIRE</code> state where it picks targets visible from its sight (both RED and BLU players/bots) and fire arrows at them every second. If it has no targets to shoot, it will hide its model and enter the <code>HIDE</code> state until it finds targets to shoot, after which it will go back to the <code>AIM_AND_FIRE</code> state. | # Enters the <code>AIM_AND_FIRE</code> state where it picks targets visible from its sight (both RED and BLU players/bots) and fire arrows at them every second. If it has no targets to shoot, it will hide its model and enter the <code>HIDE</code> state until it finds targets to shoot, after which it will go back to the <code>AIM_AND_FIRE</code> state. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV BaseEntity|base=1}} | {{KV BaseEntity|base=1}} | ||
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==Outputs== | ==Outputs== | ||
{{IO|KilledNPC|Output sent when it kills a player or bot.|nofgd=1}} | |||
{{O BaseEntity|base=1}} | {{O BaseEntity|base=1}} | ||
Revision as of 18:08, 25 May 2021
archer_proxy
is a point entity available in Team Fortress 2.
Entity description
This entity fires arrows in a similar way to Mann Vs. Machine bow sniper bots. Upon its creation this entity will do the following:
- Enter the
HIDDEN
state where it does nothing forRandomFloat(0.1, 1) * tf_archer_proxy_fire_rate
ticks and doesn't show its model. - Enters an
EMERGE
state and shows its model, but still does nothing for one second. - Enters the
AIM_AND_FIRE
state where it picks targets visible from its sight (both RED and BLU players/bots) and fire arrows at them every second. If it has no targets to shoot, it will hide its model and enter theHIDE
state until it finds targets to shoot, after which it will go back to theAIM_AND_FIRE
state.
Keyvalues
Inputs
Outputs
- KilledNPC !FGD
- Output sent when it kills a player or bot.