archer_proxy

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Revision as of 22:32, 23 May 2021 by Amicdict (talk | contribs) (Added targetname and parentname KVs and IOs)
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Team Fortress 2 archer_proxy is a point entity available in Team Fortress 2 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:

  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. 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.
C++ In code, it is represented by theCTFArcherProxyclass, defined in thearcher_proxy.cppfile.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.