passtime_ball
Class hierarchy |
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CPasstimeBall |
tf_passtime_ball.cpp
|
passtime_ball
is a point entity available in Team Fortress 2.
The "Jack" or ball in Pass Time.
Warning:This entity deals damage if it goes fast enough when colliding with a player who can't pick it up. However, if it was never picked up, the Attacker of that damage is never defined. This will cause a crash if the player has damage filters of type filter_activator_tfteam or filter_activator_team. Using a filter_multi that first checks for damage type Club (128) or Club+Critical (1048704) before those filters prevents the crash.
Keywords
- 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
- Auto-Materialize
(automaterialize)
<boolean> - Whether the pickup will automatically re-materialize after 10 seconds.
- Model
(powerup_model)
<string> - Changes the model to something other than the default.
TeamNum:
- Initial Team
(TeamNum)
<choices> - Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in ) !FGD
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Toggle
- Toggles the enabled/disabled status of the entity.
Outputs
OnPlayerTouch
!FGD- Sent when the entity is picked up by a player.