info_tfgoal
Jump to navigation
Jump to search
info_tfgoal
is a point entity available in Team Fortress Classic.

- The {{{engine}}} parameter is inconsistent with the name defined by the {{Goldsrc}} template. This can most likely be fixed by setting the value of the {{{engine}}} parameter to GoldSrc.
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.
Description
It handles the basic logic of Team Fortress, a spot for respawnable items or showing messages on screen with an assigned goal number.
An info_tfgoal can be assigned a unique goal number, allowing it to be tracked and referenced by the game for triggering events or player interactions, but it is not necessary for respawnable items.
Key Values
Todo: Finish the rest of key values
- Entity reference name (for logging) (netname) <string>
- As the name implies, it's a name assigned for logging purposes.
- Goal # (goal_no) <integer>
- The number of goal to be assigned.
- Goal Group # (group_no) <integer>
- Goal group number.
- Goal Initial State (goal_state) <integer>
- The initial state of the goal.
Value Description 1 Active 2 Inactive 3 Removed
- Model path/name.mdl (mdl) <string>
- The model to be assigned to the entity. Useful for the respawnable items.
- Model skin-varies per model (skin) <integer>
- Skin to be used.
TFCriteria:
- 0: Any
- 1: Blue
- 2: Red
- 3: Yellow
- 4: Green
- Targetname of teamcheck goal (teamcheck) <string> (only in
)
- 0: Any
- 1: Scout
- 2: Sniper
- 3: Soldier
- 4: Demolitions man
- 5: Medic
- 6: Heavy Weapons Guy
- 7: Pyro
- 8: Spy
- 9: Engineer
- Has item # (items_allowed) <integer> (only in
)
- The player must be carrying this item to use this entity.
- Has item from group # (h_i_g) <integer> (only in
)
- To use this entity, the player must be carrying any item from this group.
- Hasn't item from group # (hasnt_item_from_group) <integer> (only in
)
- To use this entity, the player must not be carrying any item from this group.
- If item # has moved (if_item_has_moved) <integer> (only in
)
- A player can only use the entity if this item is not in its original spawn location.
- If item # hasn't moved (if_item_hasnt_moved) <integer> (only in
)
- A player can only use the entity if this item is in its original spawn location.
- If goal # active (if_goal_is_active) <integer> (only in
)
- Players can only use the entity if this goal is in the active state.
- If goal # inactive (if_goal_is_inactive) <integer> (only in
)
- Players can only use the entity if this goal is in the inactive state.
- If goal # removed (if_goal_is_removed) <integer> (only in
)
- Players can only use the entity if this goal is in the removed state.
- If group # active (if_group_is_active) <integer> (only in
)
- A player can only use the entity if all the goals in this group are in the active state.
- If group # inactive (if_group_is_inactive) <integer> (only in
)
- A player can only use the entity if all the goals in this group are in the inactive state.
- If group # removed (if_group_is_removed) <integer> (only in
)
- A player can only use the entity if all the goals in this group are in the removed state.
- Stay active(sec), -1 stays (wait) <integer>
- For how long it stays active, for respawnable items, for how long it waits to respawn again.
- Delay before activate(sec) (delay_time) <integer>
- For how long to wait for it to be active.
TFOperat2:
- 0: Disabled
- 1: Blue
- 2: Red
- 3: Yellow
- 4: Green
- 0: Disabled
- 1: Blue
- 2: Red
- 3: Yellow
- 4: Green
- Effect Radius, 0-infinite (t_length) <integer> (only in
)
TFEffects1:
- If criteria fails activate Goal # (else_goal) <integer> (only in
)
- if criteria check fails, activate this goal instead
- If all goals in group # active... (all_active) <integer> (only in
)
- ...activate goal # (last_impulse) <integer> (only in
)
- Activate goal # (activate_goal_no) <integer> (only in
)
- Inactivate goal # (inactivate_goal_no) <integer> (only in
)
- Remove goal # (rv_g) <integer> (only in
)
- Restore goal # (rs_g) <integer> (only in
)
- Activate goals in group # (activate_group_no) <integer> (only in
)
- Inactivate goals in group # (inactivate_group_no) <integer> (only in
)
- Remove goals in group # (rv_gr) <integer> (only in
)
- Restore goals in group # (rs_gr) <integer> (only in
)
- Remove Spawn point # (remove_spawnpoint) <integer> (only in
)
- Restore Spawn point # (restore_spawnpoint) <integer> (only in
)
- Remove Spawn group # (rv_s_h) <integer> (only in
)
- Restore Spawn group # (rs_s_h) <integer> (only in
)
TFEffects2:
- Item to give (items) <integer> (only in
)
TFEffects3:
- Remove item from APA (axhitme) <integer> (only in
)
- Return item#, if not carried (return_item_no) <integer> (only in
)
- Remove items in group # (r_i_g) <integer> (only in
)
TFEffects5:
- Add/Subtract frags (frags) <integer> (only in
)
- Add/Subtract lives (lives) <integer> (only in
)
- Add/Subtract health (health) <integer> (only in
)
- Armor Value % (armorvalue) <integer> (only in
)
- 0 : Normal
- 1 : 1 - Kevlar (Shell Resistant)
- 2 : 2 - Wooden (Nail Resistant)
- 4 : 4 - Blast (Explosion Resistant)
- 8 : 8 - Shock (Electricity Resistant)
- 16 : 16 - Ceramic (Fire Resistant)
- Add/Subtract shells (a_s) <integer> (only in
)
- Add/Subtract nails (a_n) <integer> (only in
)
- Add/Subtract rockets (a_r) <integer> (only in
)
- Add/Subtract cells (a_c) <integer> (only in
)
- Add/Subtract detpack (ammo_detpack) <integer> (only in
)


- Add/Subtract grenades #1 (no_grenades_1) <integer> (only in
)
- Add/Subtract grenades #2 (no_grenades_2) <integer> (only in
)
- Invincibility Duration (invincible_finished) <integer> (only in
)
- Invisibility Duration (invisible_finished) <integer> (only in
)
- Quad Duration (super_damage_finished) <integer> (only in
)
- Rad Suit Duration (radsuit_finished) <integer> (only in
)
- Score to AP Team (count) <integer> (only in
)
- Teamcheck team point gain (increase_team) <integer> (only in
)
- Blue point gain (increase_team1) <integer> (only in
)
- Red point gain (increase_team2) <integer> (only in
)
- Yellow point gain (increase_team3) <integer> (only in
)
- Green point gain (increase_team4) <integer> (only in
)
- 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.