archer_proxy

From Valve Developer Community
Revision as of 09:30, 7 January 2024 by WisdomBot (talk | contribs) (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)
Jump to navigation Jump to search

archer_proxy is an e0 available in Team Fortress 2 Team Fortress 2.

Warning.pngWarning:
  • 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.
C++ In code, it is represented by theCTFArcherProxyclass, defined in thearcher_proxy.cppfile.

Entity description

archer_proxy fires arrows in a similar way to Mann Vs. Machine archer bots. archer_proxy will do the following actions upon creation:

  1. Enter the HIDDEN state where it does nothing for RandomFloat(0.1, 1) * tf_archer_proxy_fire_rate ticks and doesn't show its model.
  2. Enters an EMERGE state and shows its model, but still does nothing for one second.
  3. 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.
  4. If it has no targets to shoot, it will hide its model and enter the HIDE state until it finds targets to shoot, after which it will go back to the AIM_AND_FIRE state.

Keyvalues

Inputs

Outputs

KilledNPC  !FGD
Output sent when it kills a player or bot.