obj_dispenser
obj_dispenser
is a point entity available in Team Fortress 2.
Contents
Description
The dispenser gives health and ammunition to nearby characters.
A dispenser entity also spawns a vgui_screen
entity, used for the metal counter screen.
Keyvalues
- Name
(targetname)
<string> - 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.
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - 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.
TFObject:
- Team
(TeamNum)
<choices> - Team
- 2 : Red
- 3 : Blue
- Starting Upgrade Level
(defaultupgrade)
<choices> - Object spawns in the selected level.
- 0 : Level 1
- 1 : Level 2
- 2 : Level 3
Note:Values higher than 2 are accepted (need to be typed in with SmartEdit off), with the limit being 90. With higher levels, the objects gain more health/damage/recharge speed.
- SolidToPlayer
(SolidToPlayer)
<choices> - Object is solid or non-solid to players. !FGD
- 1 : Solid
- 0 : Non-solid
Flags
BaseObject:
Invulnerable
: [2]
Bug:Invulnerable buildings can still be stunned with the Sapper or completely destroyed with the Red-Tape Recorder. [todo tested in?]
Ignore line of sight check : [4]
Don't heal disguised/stealthed spies : [8]
Note:This specifically prevents the dispenser from targeting friendly players disguised as enemies. (i.e. red dispensers will not heal red spies disguised as blue players.)
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.
TFObject:
SetHealth
<integer>- Sets the current and maximum health. If the object is upgraded, the health will scale according to the new value.
- Bug:Crashes if set to 0. [todo tested in?]
AddHealth
<integer>- Increase the current health of the object. Does not surpass maximum health. Does not destroy the building if set at 0.
RemoveHealth
<integer>- Decrease current health of the object. Destroys the object if the health hits 0.
SetSolidToPlayer
<boolean>- Sets the object to be solid or non-solid to players. 0 - non-solid, 1 - solid. !FGD
- Note:The builder of the building will always be solid to the object.
SetBuilder
- Sets the builder of the object to the !activator.
Show
- Makes the building visible and re-enables it.
Hide
- Makes the building invisible and disables it.
- Bug:Does not hide the obj_dispenser screen. A workaround is to fire the
SetInactive
(orSetActive
) on the vgui_screen entity, although it will apply to all buildings. [todo tested in?]
Enable
- Enable the object.
- Note:Using
Enable
after using theHide
input will enable the building and keep it invisible. - Bug:
Enable
will reset the upgrade level on the object. Use theShow
input instead, which properly re-enables the object. [todo tested in?]
Disable
- Disable the object.
Outputs
TFObject:
OnDestroyed
- Sent when object dies.
OnDamaged
- Sent when hurt. Works with !activator.