info_tfgoal
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info_tfgoal
is a point entity available in Team Fortress Classic.
Description
It handles the basic logic of Team Fortress, a spot for respawnable items or showing messages on screen with an assigned goal number.
An info_tfgoal can be assigned a unique goal number, allowing it to be tracked and referenced by the game for triggering events or player interactions, but it is not necessary for respawnable items.
Key Values
Todo: Finish the rest of key values
- Entity reference name (for logging) (netname) <string>
- As the name implies, it's a name assigned for logging purposes.
- Goal # (goal_no) <integer>
- The number of goal to be assigned.
- Goal Group # (group_no) <integer>
- Goal group number.
- Goal Initial State (goal_state) <choices>
- The initial state of the goal.
- 1: Active
- 2: Inactive
- 3: Removed
- Model path/name.mdl (mdl) <string>
- The model to be assigned to the entity. Useful for the respawnable items.
- Model skin-varies per model (skin) <integer>
- Skin to be used.
TFCriteria:
- 0: Any
- 1: Blue
- 2: Red
- 3: Yellow
- 4: Green
- Targetname of teamcheck goal (teamcheck) <string> (only in )
- Player class allowed to use goal (playerclass) <choices> (only in )
- 0: Any
- 1: Scout
- 2: Sniper
- 3: Soldier
- 4: Demolitions man
- 5: Medic
- 6: Heavy Weapons Guy
- 7: Pyro
- 8: Spy
- 9: Engineer
- Has item # (items_allowed) <integer> (only in )
- The player must be carrying this item to use this entity.
- Has item from group # (h_i_g) <integer> (only in )
- To use this entity, the player must be carrying any item from this group.
- Hasn't item from group # (hasnt_item_from_group) <integer> (only in )
- To use this entity, the player must not be carrying any item from this group.
- If item # has moved (if_item_has_moved) <integer> (only in )
- A player can only use the entity if this item is not in its original spawn location.
- If item # hasn't moved (if_item_hasnt_moved) <integer> (only in )
- A player can only use the entity if this item is in its original spawn location.
- If goal # active (if_goal_is_active) <integer> (only in )
- Players can only use the entity if this goal is in the active state.
- If goal # inactive (if_goal_is_inactive) <integer> (only in )
- Players can only use the entity if this goal is in the inactive state.
- If goal # removed (if_goal_is_removed) <integer> (only in )
- Players can only use the entity if this goal is in the removed state.
- If group # active (if_group_is_active) <integer> (only in )
- A player can only use the entity if all the goals in this group are in the active state.
- If group # inactive (if_group_is_inactive) <integer> (only in )
- A player can only use the entity if all the goals in this group are in the inactive state.
- If group # removed (if_group_is_removed) <integer> (only in )
- A player can only use the entity if all the goals in this group are in the removed state.
- Stay active(sec), -1 stays (wait) <integer>
- For how long it stays active, for respawnable items, for how long it waits to respawn again.
- Delay before activate(sec) (delay_time) <integer>
- For how long to wait for it to be active.
TFOperat2:
- 0: Disabled
- 1: Blue
- 2: Red
- 3: Yellow
- 4: Green
- 0: Disabled
- 1: Blue
- 2: Red
- 3: Yellow
- 4: Green
- Effect Radius, 0-infinite (t_length) <integer> (only in )
TFEffects1:
- If criteria fails activate Goal # (else_goal) <integer> (only in )
- if criteria check fails, activate this goal instead
- If all goals in group # active... (all_active) <integer> (only in )
- ...activate goal # (last_impulse) <integer> (only in )
- Activate goal # (activate_goal_no) <integer> (only in )
- Inactivate goal # (inactivate_goal_no) <integer> (only in )
- Remove goal # (rv_g) <integer> (only in )
- Restore goal # (rs_g) <integer> (only in )
- Activate goals in group # (activate_group_no) <integer> (only in )
- Inactivate goals in group # (inactivate_group_no) <integer> (only in )
- Remove goals in group # (rv_gr) <integer> (only in )
- Restore goals in group # (rs_gr) <integer> (only in )
- Remove Spawn point # (remove_spawnpoint) <integer> (only in )
- Restore Spawn point # (restore_spawnpoint) <integer> (only in )
- Remove Spawn group # (rv_s_h) <integer> (only in )
- Restore Spawn group # (rs_s_h) <integer> (only in )
TFEffects2:
- Item to give (items) <integer> (only in )
TFEffects3:
TFEffects5:
- Add/Subtract frags (frags) <integer> (only in )
- Add/Subtract lives (lives) <integer> (only in )
- Add/Subtract health (health) <integer> (only in )
- Armor Value % (armorvalue) <integer> (only in )
- Armor Class (armorclass) <choices> (only in )
- 0 : Normal
- 1 : 1 - Kevlar (Shell Resistant)
- 2 : 2 - Wooden (Nail Resistant)
- 4 : 4 - Blast (Explosion Resistant)
- 8 : 8 - Shock (Electricity Resistant)
- 16 : 16 - Ceramic (Fire Resistant)
- Add/Subtract shells (a_s) <integer> (only in )
- Add/Subtract nails (a_n) <integer> (only in )
- Add/Subtract rockets (a_r) <integer> (only in )
- Add/Subtract cells (a_c) <integer> (only in )
- Add/Subtract detpack (ammo_detpack) <integer> (only in )
Note:After applying all these values to the player, the playerclass limitations of the player are applied. So if you set the health of the player over that allowed, by his/her playerclass, it will then be lowered to the max_health for that playerclass.
Note:"lives" allows you to give/remove lives from players. This is only useful if the current map limits the number of lives each player has.
- Add/Subtract grenades #1 (no_grenades_1) <integer> (only in )
- Add/Subtract grenades #2 (no_grenades_2) <integer> (only in )
- Invincibility Duration (invincible_finished) <integer> (only in )
- Invisibility Duration (invisible_finished) <integer> (only in )
- Quad Duration (super_damage_finished) <integer> (only in )
- Rad Suit Duration (radsuit_finished) <integer> (only in )
- Score to AP Team (count) <integer> (only in )
- Teamcheck team point gain (increase_team) <integer> (only in )
- Blue point gain (increase_team1) <integer> (only in )
- Red point gain (increase_team2) <integer> (only in )
- Yellow point gain (increase_team3) <integer> (only in )
- Green point gain (increase_team4) <integer> (only in )
- 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.