User:Ashe/Sandbox: Difference between revisions

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== $8WayMovement ==
== $8WayMovement ==
Found in TF2. Mainly used for the movement of the robots. {{todo|documentation}}
Similar to [[$sequence]]? Found in TF2. Mainly used for the movement of the robots. {{todo|documentation}}
 
== TF2 / Source 2013 MP? Activity list ==
=== Base? ===
*ACT_MP_STAND_IDLE
*ACT_MP_CROUCH_IDLE
*ACT_MP_CROUCH_DEPLOYED_IDLE
*ACT_MP_CROUCH_DEPLOYED
*ACT_MP_CROUCHWALK_DEPLOYED
*ACT_MP_DEPLOYED_IDLE
*ACT_MP_RUN
*ACT_MP_WALK
*ACT_MP_AIRWALK
*ACT_MP_CROUCHWALK
*ACT_MP_SPRINT
*ACT_MP_JUMP
*ACT_MP_JUMP_START
*ACT_MP_JUMP_FLOAT
*ACT_MP_JUMP_LAND
*ACT_MP_DOUBLEJUMP
*ACT_MP_SWIM
*ACT_MP_DEPLOYED
*ACT_MP_SWIM_DEPLOYED
*ACT_MP_VCD
 
*ACT_MP_ATTACK_STAND_PRIMARYFIRE
*ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED
*ACT_MP_ATTACK_STAND_SECONDARYFIRE
*ACT_MP_ATTACK_STAND_GRENADE
*ACT_MP_ATTACK_CROUCH_PRIMARYFIRE
*ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED
*ACT_MP_ATTACK_CROUCH_SECONDARYFIRE
*ACT_MP_ATTACK_CROUCH_GRENADE
*ACT_MP_ATTACK_SWIM_PRIMARYFIRE
*ACT_MP_ATTACK_SWIM_SECONDARYFIRE
*ACT_MP_ATTACK_SWIM_GRENADE
*ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE
*ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE
*ACT_MP_ATTACK_AIRWALK_GRENADE
*ACT_MP_RELOAD_STAND
*ACT_MP_RELOAD_STAND_LOOP
*ACT_MP_RELOAD_STAND_END
*ACT_MP_RELOAD_CROUCH
*ACT_MP_RELOAD_CROUCH_LOOP
*ACT_MP_RELOAD_CROUCH_END
*ACT_MP_RELOAD_SWIM
*ACT_MP_RELOAD_SWIM_LOOP
*ACT_MP_RELOAD_SWIM_END
*ACT_MP_RELOAD_AIRWALK
*ACT_MP_RELOAD_AIRWALK_LOOP
*ACT_MP_RELOAD_AIRWALK_END
*ACT_MP_ATTACK_STAND_PREFIRE
*ACT_MP_ATTACK_STAND_POSTFIRE
*ACT_MP_ATTACK_STAND_STARTFIRE
*ACT_MP_ATTACK_CROUCH_PREFIRE
*ACT_MP_ATTACK_CROUCH_POSTFIRE
*ACT_MP_ATTACK_SWIM_PREFIRE
*ACT_MP_ATTACK_SWIM_POSTFIRE
 
=== Primary ===
*ACT_MP_STAND_PRIMARY
*ACT_MP_CROUCH_PRIMARY
*ACT_MP_RUN_PRIMARY
*ACT_MP_WALK_PRIMARY
*ACT_MP_AIRWALK_PRIMARY
*ACT_MP_CROUCHWALK_PRIMARY
*ACT_MP_JUMP_PRIMARY
*ACT_MP_JUMP_START_PRIMARY
*ACT_MP_JUMP_FLOAT_PRIMARY
*ACT_MP_JUMP_LAND_PRIMARY
*ACT_MP_SWIM_PRIMARY
*ACT_MP_DEPLOYED_PRIMARY (related to the Minigun deployed state? and Sniper rifle zoom in?)
*ACT_MP_SWIM_DEPLOYED_PRIMARY
*ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY
*ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY
 
*ACT_MP_ATTACK_STAND_PRIMARY
*ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED
*ACT_MP_ATTACK_CROUCH_PRIMARY
*ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED
*ACT_MP_ATTACK_SWIM_PRIMARY
*ACT_MP_ATTACK_AIRWALK_PRIMARY
 
*ACT_MP_RELOAD_STAND_PRIMARY
*ACT_MP_RELOAD_STAND_PRIMARY_LOOP
*ACT_MP_RELOAD_STAND_PRIMARY_END
*ACT_MP_RELOAD_CROUCH_PRIMARY
*ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP
*ACT_MP_RELOAD_CROUCH_PRIMARY_END
*ACT_MP_RELOAD_SWIM_PRIMARY
*ACT_MP_RELOAD_SWIM_PRIMARY_LOOP
*ACT_MP_RELOAD_SWIM_PRIMARY_END
*ACT_MP_RELOAD_AIRWALK_PRIMARY
*ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP
*ACT_MP_RELOAD_AIRWALK_PRIMARY_END
 
*ACT_MP_RELOAD_STAND_PRIMARY_2
*ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2
*ACT_MP_RELOAD_STAND_PRIMARY_END_2
*ACT_MP_RELOAD_CROUCH_PRIMARY_2
*ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2
*ACT_MP_RELOAD_CROUCH_PRIMARY_END_2
*ACT_MP_RELOAD_SWIM_PRIMARY_2
*ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2
*ACT_MP_RELOAD_SWIM_PRIMARY_END_2
*ACT_MP_RELOAD_AIRWALK_PRIMARY_2
*ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2
*ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2
 
*ACT_MP_ATTACK_STAND_PRIMARY_ALT
*ACT_MP_ATTACK_CROUCH_PRIMARY_ALT
*ACT_MP_ATTACK_SWIM_PRIMARY_ALT
*ACT_MP_RELOAD_STAND_PRIMARY_ALT
*ACT_MP_RELOAD_CROUCH_PRIMARY_ALT
*ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT
*ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT
*ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT
*ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT
*ACT_MP_RELOAD_STAND_PRIMARY_END_ALT
*ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT
*ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT
*ACT_MP_RELOAD_SWIM_PRIMARY_ALT
*ACT_MP_ATTACK_STAND_PRIMARY_SUPER
*ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER
*ACT_MP_ATTACK_SWIM_PRIMARY_SUPER
 
*ACT_MP_ATTACK_STAND_GRENADE_PRIMARY (used for the scrapped grenade weapons?)
*ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY
*ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY
*ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY

Revision as of 19:44, 1 July 2023

Block bullets but not players

This trick allows to create a fake clipbrush that works as toolsblockbullets but is not solid to players using func_physbox_multiplayer.

Creating the brush

  • Create a func_physbox_multiplayer (maybe just func_physbox) brush entity.
  • Flags:
    • Start Asleep
    • Debris - Don't collide with the player or other debris
    • Motion Disabled
    • Only Break on Trigger
    • Don't Take Physics Damage
    • Don't Allow Bullet Penetration
    • Prevent Motion Enable on Player Bump

Uncheck the rest. Also, set these keyvalues:

  • Material: (Anything)
  • Strength: 0
  • Disable Shadows: Yes
  • Disable Receiving Shadows: Yes
  • Render Mode: Don't Render

$8WayMovement

Similar to $sequence? Found in TF2. Mainly used for the movement of the robots.

Todo: documentation

TF2 / Source 2013 MP? Activity list

Base?

  • ACT_MP_STAND_IDLE
  • ACT_MP_CROUCH_IDLE
  • ACT_MP_CROUCH_DEPLOYED_IDLE
  • ACT_MP_CROUCH_DEPLOYED
  • ACT_MP_CROUCHWALK_DEPLOYED
  • ACT_MP_DEPLOYED_IDLE
  • ACT_MP_RUN
  • ACT_MP_WALK
  • ACT_MP_AIRWALK
  • ACT_MP_CROUCHWALK
  • ACT_MP_SPRINT
  • ACT_MP_JUMP
  • ACT_MP_JUMP_START
  • ACT_MP_JUMP_FLOAT
  • ACT_MP_JUMP_LAND
  • ACT_MP_DOUBLEJUMP
  • ACT_MP_SWIM
  • ACT_MP_DEPLOYED
  • ACT_MP_SWIM_DEPLOYED
  • ACT_MP_VCD

 

  • ACT_MP_ATTACK_STAND_PRIMARYFIRE
  • ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED
  • ACT_MP_ATTACK_STAND_SECONDARYFIRE
  • ACT_MP_ATTACK_STAND_GRENADE
  • ACT_MP_ATTACK_CROUCH_PRIMARYFIRE
  • ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED
  • ACT_MP_ATTACK_CROUCH_SECONDARYFIRE
  • ACT_MP_ATTACK_CROUCH_GRENADE
  • ACT_MP_ATTACK_SWIM_PRIMARYFIRE
  • ACT_MP_ATTACK_SWIM_SECONDARYFIRE
  • ACT_MP_ATTACK_SWIM_GRENADE
  • ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE
  • ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE
  • ACT_MP_ATTACK_AIRWALK_GRENADE
  • ACT_MP_RELOAD_STAND
  • ACT_MP_RELOAD_STAND_LOOP
  • ACT_MP_RELOAD_STAND_END
  • ACT_MP_RELOAD_CROUCH
  • ACT_MP_RELOAD_CROUCH_LOOP
  • ACT_MP_RELOAD_CROUCH_END
  • ACT_MP_RELOAD_SWIM
  • ACT_MP_RELOAD_SWIM_LOOP
  • ACT_MP_RELOAD_SWIM_END
  • ACT_MP_RELOAD_AIRWALK
  • ACT_MP_RELOAD_AIRWALK_LOOP
  • ACT_MP_RELOAD_AIRWALK_END
  • ACT_MP_ATTACK_STAND_PREFIRE
  • ACT_MP_ATTACK_STAND_POSTFIRE
  • ACT_MP_ATTACK_STAND_STARTFIRE
  • ACT_MP_ATTACK_CROUCH_PREFIRE
  • ACT_MP_ATTACK_CROUCH_POSTFIRE
  • ACT_MP_ATTACK_SWIM_PREFIRE
  • ACT_MP_ATTACK_SWIM_POSTFIRE

Primary

  • ACT_MP_STAND_PRIMARY
  • ACT_MP_CROUCH_PRIMARY
  • ACT_MP_RUN_PRIMARY
  • ACT_MP_WALK_PRIMARY
  • ACT_MP_AIRWALK_PRIMARY
  • ACT_MP_CROUCHWALK_PRIMARY
  • ACT_MP_JUMP_PRIMARY
  • ACT_MP_JUMP_START_PRIMARY
  • ACT_MP_JUMP_FLOAT_PRIMARY
  • ACT_MP_JUMP_LAND_PRIMARY
  • ACT_MP_SWIM_PRIMARY
  • ACT_MP_DEPLOYED_PRIMARY (related to the Minigun deployed state? and Sniper rifle zoom in?)
  • ACT_MP_SWIM_DEPLOYED_PRIMARY
  • ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY
  • ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY

 

  • ACT_MP_ATTACK_STAND_PRIMARY
  • ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED
  • ACT_MP_ATTACK_CROUCH_PRIMARY
  • ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED
  • ACT_MP_ATTACK_SWIM_PRIMARY
  • ACT_MP_ATTACK_AIRWALK_PRIMARY

 

  • ACT_MP_RELOAD_STAND_PRIMARY
  • ACT_MP_RELOAD_STAND_PRIMARY_LOOP
  • ACT_MP_RELOAD_STAND_PRIMARY_END
  • ACT_MP_RELOAD_CROUCH_PRIMARY
  • ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP
  • ACT_MP_RELOAD_CROUCH_PRIMARY_END
  • ACT_MP_RELOAD_SWIM_PRIMARY
  • ACT_MP_RELOAD_SWIM_PRIMARY_LOOP
  • ACT_MP_RELOAD_SWIM_PRIMARY_END
  • ACT_MP_RELOAD_AIRWALK_PRIMARY
  • ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP
  • ACT_MP_RELOAD_AIRWALK_PRIMARY_END

 

  • ACT_MP_RELOAD_STAND_PRIMARY_2
  • ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2
  • ACT_MP_RELOAD_STAND_PRIMARY_END_2
  • ACT_MP_RELOAD_CROUCH_PRIMARY_2
  • ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2
  • ACT_MP_RELOAD_CROUCH_PRIMARY_END_2
  • ACT_MP_RELOAD_SWIM_PRIMARY_2
  • ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2
  • ACT_MP_RELOAD_SWIM_PRIMARY_END_2
  • ACT_MP_RELOAD_AIRWALK_PRIMARY_2
  • ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2
  • ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2

 

  • ACT_MP_ATTACK_STAND_PRIMARY_ALT
  • ACT_MP_ATTACK_CROUCH_PRIMARY_ALT
  • ACT_MP_ATTACK_SWIM_PRIMARY_ALT
  • ACT_MP_RELOAD_STAND_PRIMARY_ALT
  • ACT_MP_RELOAD_CROUCH_PRIMARY_ALT
  • ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT
  • ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT
  • ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT
  • ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT
  • ACT_MP_RELOAD_STAND_PRIMARY_END_ALT
  • ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT
  • ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT
  • ACT_MP_RELOAD_SWIM_PRIMARY_ALT
  • ACT_MP_ATTACK_STAND_PRIMARY_SUPER
  • ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER
  • ACT_MP_ATTACK_SWIM_PRIMARY_SUPER

 

  • ACT_MP_ATTACK_STAND_GRENADE_PRIMARY (used for the scrapped grenade weapons?)
  • ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY
  • ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY
  • ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY