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base_boss

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base_boss is a point entity available in Team Fortress 2 Team Fortress 2.

English (en)
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It is the entity that the tank_boss entity uses as a base and thus shares a lot of its behaviors. A few examples include:

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

base_boss itself was originally intended for the now-scrapped Tfwiki favicon.png Raid gamemode. 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.

Tip.pngTip:This entity can be used for a moving bot template via VScript, see the example.
Warning.pngWarning:The default step height of this entity is 100, so if driven by NextBot locomotion it can have issues with elevations. This can be fixed by lowering the height via SetStepHeight input.
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.

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.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.pngNote: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.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Spawnflags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

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.
SetStepHeight <float>
Sets maximum height of steps that the entity can climb
SetMaxJumpHeight <float>
Sets maximum height this entity can jump

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 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 <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.
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.

EnableDisable:

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

Outputs

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

See also