Archer proxy: Difference between revisions

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m (KilledNPC isn't defined in the FGD. Also added a table of contents and reorganized the KilledNPC output.)
(Clarify the description.)
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{{code class|CTFArcherProxy|archer_proxy.cpp}}
{{code class|CTFArcherProxy|archer_proxy.cpp}}
==Entity description==
==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:
{{ent|archer_proxy}} fires arrows in a similar way to [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] archer bots. {{ent|archer_proxy}} will do the following actions upon creation:


# 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}}

Revision as of 12:18, 26 April 2022

Team Fortress 2 archer_proxy is a point entity available in Team Fortress 2 Team Fortress 2.

C++ In code, it is represented by theCTFArcherProxyclass, defined in thearcher_proxy.cppfile.

Entity description

archer_proxy fires arrows in a similar way to Mann Vs. Machine archer bots. archer_proxy will do the following actions upon creation:

  1. Enter the HIDDEN state where it does nothing for RandomFloat(0.1, 1) * tf_archer_proxy_fire_rate ticks and doesn't show its model.
  2. Enters an EMERGE state and shows its model, but still does nothing for one second.
  3. 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.
  4. If it has no targets to shoot, it will hide its model and enter the HIDE state until it finds targets to shoot, after which it will go back to the AIM_AND_FIRE state.

Keyvalues

Inputs

Outputs

KilledNPC  !FGD
Output sent when it kills a player or bot.