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 17:08, 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
HIDDENstate where it does nothing forRandomFloat(0.1, 1) * tf_archer_proxy_fire_rateticks and doesn't show its model. - Enters an
EMERGEstate and shows its model, but still does nothing for one second. - Enters the
AIM_AND_FIREstate 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 theHIDEstate until it finds targets to shoot, after which it will go back to theAIM_AND_FIREstate.
Keyvalues
Inputs
Outputs
- KilledNPC !FGD
- Output sent when it kills a player or bot.