info_tfgoal
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.