User:DantonDamnark
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Just a normal user, with helpful information involving certain thing.
I'll be keeping this list of "ent_fire" commands here for anyone to use. If you have anything to add, please let me know on my Talk Page.
List of ent_fire commands & how to use
"Ref", in this article, is a generic name for referring to the entity being targeted (Ex: !picker, !player...)
Generic/Global commands
- Color
- Use: ent_fire ref color "#1 #2 #3"
- '#' refers to any number between 0 and 255.
- Effect: Changes the offsets of the targeted entity by order of a Red(#1), Green(#2), Blue(#3) color scheme. Normal entities(those whose colors are not modified by the map or other script) will have a default color scheme of 255, 255, 255.
- Notes: Quotations("") must encapsulate all 3 numbers(#). Other wise only the first number, it being the Red, will be controlled and the engine will assume the other 2 colors, Green and Blue, are 0.
- Disable/Enable
- Use: ent_fire ref disable & ent_fire ref enable
- Effect: Similar to 'kill' but can be, for the most part, undone with enable.
- Notes: If an object, say a prop, is disabled and it was targeted with !picker but not given a reference name, via ent_setname, you will not be able to enable it due to the impossibility of targeting it.
Props/Models
- Disable/Enable Collision
- Use: ent_fire ref disablecollision & ent_fire ref enablecollision
- Effect: Removes collision on target. Allowing you to walk through them.
- Turn On/Off
- Use: ent_fire ref turnoff & ent_fire ref turnon
- Effect: Similar to 'disable' and 'enable' but collision with solid objects still occurs.
- Notes: Does not have the targeting limitations that 'Disable/Enable' does. Even with disablecollision active.
- Break
- Use: ent_fire ref break
- Effect: Gibs target.
- Notes: If target does not have Gibs, this command will act like the 'kill' command.
- Become Ragdoll
- 'Use': ent_fire ref becomeragdoll
- 'Effect': Turns target into a ragdoll.
- 'Notes': If target does not cannot become a ragdoll, nothing will happen. If used on a player, it may cause that player's client to crash or disable him from respawning or changing team.
- Set Animation
- Use: ent_fire ref setanimation *
- Effect: Forces model into specified animation (*).
- Notes: Animation(*) must be valid for target model. If a target is already in an animation and an invalid animation is entered, it will be forced into its default pose (Ex: Reference, a.k.a. T-Model). Some animations loop, such as "idles".
- Set Default Animation
- Use: ent_fire ref setdefaultanimation
- Effect: Changes the target's default animation.
- Notes: Default Animations are forced to looped. Default animations may not appear until the SetAnimation animation finishes.
- Set Body Group
- Use: ent_fire ref setbodygroup #
- Effect: Changes body group of target. 0 is default.
- Change Skin
- Use: ent_fire ref skin #
- Effect: Changes the skin of target. 0 is default.
Entity Specific
Doors
- Open/Close
- Use: ent_fire ref open & ent_fire ref close
- Effect: Opens/Closes Doors. 'Locked' Doors can be opened with this.
- Lock/Unlock
- Use: ent_fire ref unlock & ent_fire ref lock
- Effect: Unlock: Allows door to be opened. Lock: Prevents door from being opened through normal means.
Track Entities
Examples: TF2 Payload Cart, Trains
- Toggle Movement
- Use: ent_fire ref toggle
- Effect: Forces targets movement along track. Used to start and stop.
- Notes: Speed is equal to max speed set when compiling map.
- Start Forward/Backwards & Stop
- Use: ent_fire ref startforward & ent_fire ref startbackward or ent_fire ref reverse
- Effect: Similar to toggle, but separate commands.
- Notes: In Team Fortress 2, Reverse/StartBackward causes the Payload to jitter back and forth in place. Using ent_fire ref resume will cause the track object to continue if it had been stopped with stop. A Payload Cart moved in this way will behalve as if it has not been moved at all (will not return to a previous checkpoint unless touched by a member of its team).
Other
- Hide Model
- Use: ent_fire ref hidemodel
- Effect: Hides the model of target.
- Entity Example: Team Fortress 2 Command Point Projection
Ent_Fire commands I need help Understanding
- Alpha
- Need to know: Parameters/Usage