Obj sentrygun: Difference between revisions
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Note:Values higher than 2 are accepted (need to be typed in with SmartEdit off), with the limit being 90. With higher levels, the objects gain more health/damage/recharge speed.
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
Kestrelguy (talk | contribs) (switched from Targetname, Parentname, and Angles templates to BaseAnimating templates.) |
Kestrelguy (talk | contribs) m (updated template usage.) |
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[[Image:TF2 Sentries.PNG|thumb|400px|right|Sentry Guns in TF2 at levels 1, 2 and 3.]] | [[Image:TF2 Sentries.PNG|thumb|400px|right|Sentry Guns in TF2 at levels 1, 2 and 3.]] | ||
==Entity | ==Entity Description== | ||
Used to place a Sentry Gun in your map. The Sentry Gun is a defensive building that puts heavy fire on any enemies that come into range. The Sentry Gun has a range of 1100 Hammer Units from its origin. | Used to place a {{tfwiki|Sentry Gun}} in your map. The Sentry Gun is a defensive building that puts heavy fire on any enemies that come into range. The Sentry Gun has a range of 1100 Hammer Units from its origin. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV TFObject}} | {{KV TFObject}} | ||
{{KV BaseAnimating|base=1|noscroll=0}} | |||
{{KV BaseEntity|base=1}} | |||
==Flags== | ==Flags== | ||
{{fl|2|Invulnerable}}{{bug|Invulnerable buildings can still be stunned with the {{tfwiki|Sapper}} or completely destroyed with the {{tfwiki|Red-Tape Recorder}}.}} | |||
{{fl|4|Upgradable}} | |||
{{fl|8|Infinite Ammo}} | |||
==Inputs== | ==Inputs== | ||
{{I TFObject}} | {{I TFObject}} | ||
{{I BaseAnimating|portal2=|noscroll=0}} | |||
{{I BaseEntity|base=1|noscroll=0}} | |||
==Outputs== | ==Outputs== | ||
{{O BaseAnimating | {{O BaseAnimating}} | ||
{{O TFObject}} | {{O TFObject}} |
Revision as of 12:33, 20 October 2022


obj_sentrygun
is a point entity available in Team Fortress 2.
Entity Description
Used to place a Sentry Gun in your map. The Sentry Gun is a defensive building that puts heavy fire on any enemies that come into range. The Sentry Gun has a range of 1100 Hammer Units from its origin.
Keyvalues
TFObject:
- Team (TeamNum) <choices>
- Team
- 2 : Red
- 3 : Blue
- Starting Upgrade Level (defaultupgrade) <choices>
- Object spawns in the selected level.
- 0 : Level 1
- 1 : Level 2
- 2 : Level 3

- SolidToPlayer (SolidToPlayer) <choices>
- Object is solid or non-solid to players. !FGD
- 1 : Solid
- 0 : Non-solid

Flags
- Invulnerable : [2]
Bug:Invulnerable buildings can still be stunned with the
Sapper or completely destroyed with the
Red-Tape Recorder. [todo tested in ?]
- Upgradable : [4]
- Infinite Ammo : [8]
Inputs
TFObject:
- SetHealth <integer >
- Sets the current and maximum health. If the object is upgraded, the health will scale according to the new value.
Bug:Crashes if set to 0. [todo tested in ?]
- AddHealth <integer >
- Increase the current health of the object. Does not surpass maximum health. Does not destroy the building if set at 0.
- RemoveHealth <integer >
- Decrease current health of the object. Destroys the object if the health hits 0.
- SetSolidToPlayer <boolean >
- Sets the object to be solid or non-solid to players. 0 - non-solid, 1 - solid. !FGD
Note:The builder of the building will always be solid to the object.
- SetBuilder
- Sets the builder of the object to the !activator.
- Show
- Makes the building visible and re-enables it.
- Hide
- Makes the building invisible and disables it.
Bug:Does not hide the obj_dispenser screen. A workaround is to fire the
SetInactive
(orSetActive
) on the vgui_screen entity, although it will apply to all buildings. [todo tested in ?]
- Enable
- Enable the object.
Note:Using
Enable
after using theHide
input will enable the building and keep it invisible.Bug:
Enable
will reset the upgrade level on the object. Use theShow
input instead, which properly re-enables the object. [todo tested in ?]
- Disable
- Disable the object.

Outputs

TFObject:
- OnDestroyed
- Sent when object dies.
- OnDamaged
- Sent when hurt. Works with !activator.