tf_projectile_spellspawnhorde is a point entity available in Team Fortress 2. Its the spell that spawns tf_zombie entities, or skeletons, when it touches the ground. When spawned in manually, it deletes itself on contact with world geometry, and will not spawn any of the skeletons.
- 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. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note: While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.
- Pitch Yaw Roll (X Y Z)
- 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.Note: This works on brush entities, although Hammer doesn't show the new angles.
- Response Contexts
- Pre-defined response system contexts; Format is
key:value,key:value,...and so on. Can also be filtered for or against.
- The classname defines the type of entity. Classnames can be changed using
AddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
- The entity's Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as the
ent_keyvaluecommand. Run-time spawned entities aren't assigned a Hammer ID.
(skin or ModelSkin )
- Some models have multiple skins. This value selects from the index, starting with 0.
- Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD Bug: In , if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities) !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Model Index
- Given the number index from dumping the
cl_precacheinfo modelprecachetable, sets entity model to of the index.Warning: If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
- Model Scale
- A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
- Warning: Negative or extremely high values can cause crashes!
- Default animation sequence for the model to be playing after spawning.
- Playback Rate
- A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
- Texture Frame
- The initial frame number for all animated textures on this entity.
- Start Fade Distance
- Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
- Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
- If specified in the
worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also
- Render FX / Transparency (0 - 255)
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
- Color tint.
- Render FX
- Preset pattern of appearance effects.
- Render Mode
- Set a non-standard rendering mode on this entity.
- Disable Shadows
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows
- Prevent the entity from receiving shadows on itself.
- Shadow Cast Distance
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Lighting Origin
- Select an entity (not
info_lightingentity!) from which to sample lighting instead of the entity's origin.
- Lighting Origin Offset
info_lighting_relativefrom which to sample lighting instead of the entity's origin.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Dispatches a special effect from the entity's origin.
- Dispatches a response to the entity. See Response and Concept.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Reassign the team of this entity as the team using this number.
- Selects a skin from the model's index, starting with 0.
- Sets the the active $bodygroup.
- Makes the entity catch on fire indefinitely.
- Makes the entity catch on fire for a given amount of time.
- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in onward.
- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in onward.
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
- Sets the entity's lighting origin to use this entity's position.
- Deprecated. Offsets the entity's lighting origin by their distance from an
- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
modelscalekeyvalue can be AddOutputed as a workaround for other games with this input missing.
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
- Sets an RGB color for the entity.
- Sets a filter for this entity for when it receives damage.
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
- Prevents the entity from being pushed by damage done to it.
- Allows the entity to draw a render target shadow.
- Prevents the entity from drawing a render target shadow.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.