tf_spell_pickup
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tf_spell_pickup
is a point entity available in Team Fortress 2.
Entity description
A spellbook pickup used in Helltower and dynamically dropped by killed players in any Halloween map that has spells enabled.
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
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).
- 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.
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in ), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Powerup_model:
AutoMaterialize:
Tier:
- Spell Tier ([todo internal name (i)]) <choices>
- Tier of spells that would be randomly assigned to the player
- 0 : Common
- 1 : Rare
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
- Sent when the entity is picked up by a player.