base_boss

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Team Fortress 2 base_boss is a point entity available in Team Fortress 2. Its the entity that thetank_bossentity, seen in Mann vs. Machine, uses as a base, and has most of its behavior originating from. Thus so, it shares many behavior found within thetank_bossentity. A few examples being:

  • Crushes engineer buildings that collides with it
  • TFBots treat this entity as an enemy
  • Drops currency pack on death
  • Plays sounds to a client when it gets damaged

By itself, it is static and does not perform anything. However, it is still of use in setting up a custom hitbox for any custom static NPC bosses

In code, it is represented by theCTFBaseBossclass, defined in thetf_base_boss.cppfile.

Keyvalues

health <integer>
Determines the initial health.
model <string>
Filepath to the model this entity will use. Will use the model bounding box to determine its hitbox and collision
speed <float>
The speed that this entity moves.
start_disabled <integer>
Start the entity disabled.


Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (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.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.


Inputs

SetHealth <integer>
Sets the entity's health to this value.
SetMaxHealth <integer>
Sets the entity's maximum health to this value.
AddHealth <integer>
Add this amount of health to the entity.
RemoveHealth <integer>
Subtract this amount of health from the entity.
SetSpeed <integer>
Sets this entity's speed to this value.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Base:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
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:
Syntax:


ClearContext <string>
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
RemoveContext
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since Left 4 Dead.



Outputs

OnHealthBelow90Percent to OnHealthBelow10Percent
Fires when the entity's health goes below X percent of its maximum health.
OnKilled
Fired when the entity is killed.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

Trivia

  • Initially, this entity was made for the ultimately scrapped PvE gamemode, Raid, and was to be featured more extensively with the mode's custom NPC bosses.