obj_sentrygun
Class hierarchy |
---|
CObjectSentrygun |
tf_obj_sentrygun.cpp
|
obj_sentrygun
is a point entity available in Team Fortress 2.
Entity Description
Used to place a Sentry Gun in your map. The Sentry Gun is a defensive building that puts heavy fire on any enemies that come into range. The Sentry Gun has a range of 1100 Hammer Units from its origin.
Tip:Mini-sentries can be created by copying the following VScript code to a .nut file and assigning it under the
Entity Scripts
function Precache()
{
NetProps.SetPropBool(self, "m_bMiniBuilding", true);
}
function OnPostSpawn()
{
self.SetModelScale(0.75, 0.0);
self.SetSkin(self.GetSkin() + 2);
}
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
TFObject:
- Team
(TeamNum)
<choices> - Team
- 2 : Red
- 3 : Blue
- Starting Upgrade Level
(defaultupgrade)
<choices> - Object spawns in the selected level.
- 0 : Level 1
- 1 : Level 2
- 2 : Level 3
Note:Values higher than 2 are accepted (need to be typed in with SmartEdit off), with the limit being 90. With higher levels, the objects gain more health/damage/recharge speed.
- SolidToPlayer
(SolidToPlayer)
<choices> - Object is solid or non-solid to players. !FGD
- 1 : Solid
- 0 : Non-solid
Flags
BaseObject:
Invulnerable
: [2]
Bug:Invulnerable buildings can still be stunned with the Sapper or completely destroyed with the Red-Tape Recorder. [todo tested in?]
Upgradable : [4]
Infinite Ammo : [8]
Inputs
TFObject:
SetHealth
<integer>- Sets the current and maximum health. If the object is upgraded, the health will scale according to the new value.
- Bug:Crashes if set to 0. [todo tested in?]
AddHealth
<integer>- Increase the current health of the object. Does not surpass maximum health. Does not destroy the building if set at 0.
RemoveHealth
<integer>- Decrease current health of the object. Destroys the object if the health hits 0.
SetSolidToPlayer
<boolean>- Sets the object to be solid or non-solid to players. 0 - non-solid, 1 - solid. !FGD
- Note:The builder of the building will always be solid to the object.
SetBuilder
- Sets the builder of the object to the !activator.
Show
- Makes the building visible and re-enables it.
Hide
- Makes the building invisible and disables it.
- Bug:Does not hide the obj_dispenser screen. A workaround is to fire the
SetInactive
(orSetActive
) on the vgui_screen entity, although it will apply to all buildings. [todo tested in?]
Enable
- Enable the object.
- Note:Using
Enable
after using theHide
input will enable the building and keep it invisible. - Bug:
Enable
will reset the upgrade level on the object. Use theShow
input instead, which properly re-enables the object. [todo tested in?]
Disable
- Disable the object.
Outputs
TFObject:
OnDestroyed
- Sent when object dies.
OnDamaged
- Sent when hurt. Works with !activator.