archer_proxy
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archer_proxy
is a point entity available in Team Fortress 2. This entity fires arrows in a similar way to Mann Vs. Machine bow sniper bots. Upon its creation this entity will do the following:
- Enter the
HIDDEN
state where it does nothing forRandomFloat(0.1, 1) * tf_archer_proxy_fire_rate
ticks and doesn't show its model. - Enters an
EMERGE
state and shows its model, but still does nothing for one second. - 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. If it has no targets to shoot, it will hide its model and enter theHIDE
state until it finds targets to shoot, after which it will go back to theAIM_AND_FIRE
state.
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.
Inputs
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
- KilledNPC
- Output sent when it kills a player or bot.