Tf point weapon mimic: Difference between revisions
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Warning:
Bug:While a different model can be used on the projectiles, the collision of the model might be off. [todo tested in ?]
Bug:If a projectile has been fired and this entity is killed afterwards, the fired projectiles will not do damage. [todo tested in ?]
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) |
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Line 15: | Line 15: | ||
:* 2 : Arrows | :* 2 : Arrows | ||
:* 3 : Stickies | :* 3 : Stickies | ||
{{KV|Fire Sound|string|The sound to be played when we fired. | {{KV|Fire Sound|string|The sound to be played when we fired. {{bug|Does not work.}}}} | ||
{{bug|Does not work.}} | |||
{{KV|Particle Effect|string|The particle effect to be played when we fired.}} | {{KV|Particle Effect|string|The particle effect to be played when we fired.}} | ||
{{KV|Model Override|string|The model to apply onto projectiles we fire.}} | {{KV|Model Override|string|The model to apply onto projectiles we fire.}} | ||
{{KV|Model Scale|integer|Scale for the projectile model.}} | {{KV|Model Scale|integer|Scale for the projectile model. {{bug|Not implemented for rockets or arrows}}}} | ||
{{KV|Minimum Speed|integer|Minimum speed for each projectile.}} | {{KV|Minimum Speed|integer|Minimum speed for each projectile.}} | ||
{{KV|Maximum Speed|integer|Maximum speed for each projectile.}} | {{KV|Maximum Speed|integer|Maximum speed for each projectile.}} |
Revision as of 08:37, 27 April 2024
tf_point_weapon_mimic
is an e0 available in Team Fortress 2.

- The {{{game}}} parameter is inconsistent with the name defined by the {{tf2}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Team Fortress 2.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.


Entity description
tf_point_weapon_mimic is an entity used to fire projectiles from various weapons. Options include rockets, grenades, arrows, and stickybombs.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Weapon Type ([todo internal name (i)]) <choices>
- Which projectiles to fire.
- 0 : Rockets
- 1 : Grenades
- 2 : Arrows
- 3 : Stickies
- Fire Sound ([todo internal name (i)]) <string>
- The sound to be played when we fired.
Bug:Does not work. [todo tested in ?]
- Model Scale ([todo internal name (i)]) <integer>
- Scale for the projectile model.
Bug:Not implemented for rockets or arrows [todo tested in ?]
Inputs
- DetonateStickies
- Detonates all Stickies, regardless if they're activated or not.
- FireMultiple <integer >
- Fire multiple projectiles.
- FireOnce
- Fire a single projectile.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
- OnUser1 to OnUser4
- These Outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.