tf_spell_pickup

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<Team Fortress 2> 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

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

TFTeam:

Team (TeamNum) <choices>
Team
  • 0: Any
  • 2: Red
  • 3: Blue

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).

Angles:

Pitch Yaw Roll (Y Z X) <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 prop starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the prop is visible.
  • If start fade is <0, the prop will disappear instantly when end fade is hit.
  • If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
The values will scale appropriately if the prop 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 Ep1), 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, and 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:

Model <string>
Changes the in-game model to something other than the default model.

AutoMaterialize:

Auto-Materialize <boolean>
The pickup should automatically materialize after being picked up.

Tier:

Spell Tier <choices>
Tier of spells that would be randomly assigned to the player
  • 0 : Common
  • 1 : Rare

Inputs

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

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

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.
OnPlayerTouch
Sent when the entity is picked up by a player.