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
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
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.
Angles:
- 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
(???)
<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
(???)
<choices> - Object is solid or non-solid to players. !FGD
- 1 : Solid
- 0 : Non-solid
Flags
BaseObject:
- [
2
] : InvulnerableBug:Invulnerable buildings can still be stunned with the Sapper or completely destroyed with the Red-Tape Recorder.
- [
4
] : Ignore line of sight check
- [
8
] : Don't heal disguised/stealthed spies
Inputs
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
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.
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.
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.
Disable
- Disable the object.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
TFObject:
OnDestroyed
- Sent when object dies.
OnDamaged
- Sent when hurt. Works with !activator.
OnRepaired
!FGD- Sent when repaired. Bug:Does not function.
OnDisabled
!FGD- Sent when disabled. Bug:Does not function.
OnReenabled
!FGD- Sent when enabled. Bug:Does not function.