Editing Additions to existing entities
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== Targeting == | == Targeting == | ||
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity | * You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity | ||
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity | * You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity | ||
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 | *Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 box | ||
== | == point_viewcontrol == | ||
=== Inputs === | |||
== | |||
* $EnableAll | |||
** Enable the camera for all players on the map. '''Start At Player, Interruptable by Player''' spawnflags will not work properly | |||
* $DisableAll | |||
** Disable the camera for all players on the map | |||
* $SetTarget <entity> | |||
** Set current target to entity | |||
== | == Sentry Gun (obj_sentrygun) == | ||
* | * You can spawn mini sentry by adding spawnflags 64 keyvalue | ||
== | == Weapon Mimic (tf_point_weapon_mimic) == | ||
* | * Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team | ||
* If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner | |||
*$ | * Fired stickybombs are automatically removed if the mimic is removed | ||
** | * If the ParticleEffect keyvalue is set to "Callback", "OnUser4" output is activated whenever a projectile is fired, with the projectile being the !activator | ||
* | * Added projectile type 4 - Bullet. SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force | ||
== | == Tank (tank_boss) == | ||
* | * When tank starts deploying, and there is at least one PointTemplate assigned to it, "OnUser4" output is activated | ||
=== Outputs === | === Outputs === | ||
* OnStartDeploy | |||
** Fired when the tank is deploying the bomb | |||
== Medic shield (entity_medigun_shield) == | |||
If you set spawnflags keyvalue to 1, the shield will stay if spawned manually. Setting spawnflags keyvalue to 3 creates a lvl 2 shield | |||
== | == logic_case == | ||
=== Text formatter === | |||
===Text formatter=== | |||
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. | With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. | ||
Example point template usage:<syntaxhighlight | Example point template usage:<syntaxhighlight> | ||
Formatter | Formatter | ||
{ | { | ||
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</syntaxhighlight>This would display "You have 6 out of 12 coins left. 50 % done" to all players | </syntaxhighlight>This would display "You have 6 out of 12 coins left. 50 % done" to all players | ||
=== Menu=== | === Menu === | ||
You can use $DisplayMenu input to display a menu for the player, up to 15 entries<syntaxhighlight | You can use $DisplayMenu input to display a menu for the player, up to 15 entries<syntaxhighlight> | ||
Menu | Menu | ||
{ | { | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
===Inputs=== | === Inputs === | ||
*$FormatString <string> | * $FormatString <string> | ||
**Sets formatting string, then fires OnDefault output, with formatted string as parameter | ** Sets formatting string, then fires OnDefault output, with formatted string as parameter | ||
*$FormatStringNoFire <string> | * $FormatStringNoFire <string> | ||
**Sets formatting string | ** Sets formatting string | ||
*$FormatInput1 <string> | * $FormatInput1 <string> | ||
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter | ** Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter | ||
*$FormatInput2-15 <string> | * $FormatInput2-15 <string> | ||
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter | ** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter | ||
*$FormatInputNoFire1 <string> | * $FormatInputNoFire1 <string> | ||
**Sets formatting input argument 1 | ** Sets formatting input argument 1 | ||
*$Format | * $Format | ||
**Fires OnDefault output, with formatted string as parameter | ** Fires OnDefault output, with formatted string as parameter | ||
*$TestSigsegv | * $TestSigsegv | ||
**Fires OnUser1 output. Can be used to test if sigsegv extension is active | ** Fires OnUser1 output. Can be used to test if sigsegv extension is active | ||
*$ToInt <any> | * $ToInt <any> | ||
**Fires OnDefault output, converts parameter value from string/float to integer | ** Fires OnDefault output, converts parameter value from string/float to integer | ||
*$ToFloat <any> | * $ToFloat <any> | ||
**Fires OnDefault output, converts value from string/int to real number | ** Fires OnDefault output, converts value from string/int to real number | ||
*$CallerToActivator <any> | * $CallerToActivator <any> | ||
**Fires OnDefault output, but the !caller entity is converted to !activator | ** Fires OnDefault output, but the !caller entity is converted to !activator | ||
* $GetKeyValueFromActivator <string> | * $GetKeyValueFromActivator <string> | ||
**Fires OnDefault output, the key value from the !activator entity is the parameter | ** Fires OnDefault output, the key value from the !activator entity is the parameter | ||
*$GetConVar <string> | * $GetConVar <string> | ||
**Fires OnDefault output, the convar (console variable) number value is the parameter | ** Fires OnDefault output, the convar (console variable) number value is the parameter | ||
*$GetConVarString <string> | * $GetConVarString <string> | ||
**Fires OnDefault output, the convar (console variable) string value is the parameter | ** Fires OnDefault output, the convar (console variable) string value is the parameter | ||
*$DisplayMenu <entity> | *$DisplayMenu <entity> | ||
**Display menu at player | **Display menu at player | ||
*$HideMenu <entity> | *$HideMenu <entity> | ||
**Hide menu at player | **Hide menu at player | ||
== tf_gamerules == | |||
=== Inputs === | |||
===Inputs=== | |||
*$StopVO <string> | * $StopVO <string> | ||
** Stops sound that was started with PlayVO input | ** Stops sound that was started with PlayVO input | ||
*$StopVORed <string> | * $StopVORed <string> | ||
**Stops sound that was started with PlayVORed input | ** Stops sound that was started with PlayVORed input | ||
*$StopVOBlue <string> | * $StopVOBlue <string> | ||
**Stops sound that was started with PlayVOBlue input | ** Stops sound that was started with PlayVOBlue input | ||
*$SetBossHealthPercentage <float> | *$SetBossHealthPercentage <float> | ||
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear | **Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear | ||
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*$AddCurrencyGlobal <int> | *$AddCurrencyGlobal <int> | ||
**Add currency to all players | **Add currency to all players | ||
== player == | == player == | ||
===Inputs=== | === Inputs === | ||
* $AllowClassAnimations <0|1> | * $AllowClassAnimations <0|1> | ||
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model | ** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model | ||
*$SwitchClass <string> | * $SwitchClass <string> | ||
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index | ** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index | ||
*$SwitchClassInPlace <string> | *$SwitchClassInPlace <string> | ||
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index | **Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index | ||
*$ForceRespawn | * $ForceRespawn | ||
** The player instantly respawns | ** The player instantly respawns | ||
*$ForceRespawnDead | * $ForceRespawnDead | ||
**The player instantly respawns, but only if they are dead | ** The player instantly respawns, but only if they are dead | ||
*$DisplayTextCenter <string> | * $DisplayTextCenter <string> | ||
** Display text in the middle of the screen | ** Display text in the middle of the screen | ||
*$DisplayTextChat <string> | * $DisplayTextChat <string> | ||
** Display text to the player's chat | ** Display text to the player's chat | ||
* $Suicide | |||
** Kill the player | |||
*$Suicide | * $ChangeAttributes <string> | ||
**Kill the player | |||
*$ChangeAttributes <string> | |||
** If the player is a bot, this can be used to change active EventChangeAttributes | ** If the player is a bot, this can be used to change active EventChangeAttributes | ||
*$RollCommonSpell | * $RollCommonSpell | ||
**Roll common spell | ** Roll common spell | ||
*$SetSpell <string> | * $SetSpell <string> | ||
**Set player current spell to one of the following: | ** Set player current spell to one of the following: | ||
***Fireball | *** Fireball | ||
***Ball O' Bats | *** Ball O' Bats | ||
***Healing Aura | *** Healing Aura | ||
***Pumpkin MIRV | *** Pumpkin MIRV | ||
*** Superjump | *** Superjump | ||
***Invisibility | *** Invisibility | ||
***Teleport | *** Teleport | ||
***Tesla Bolt | *** Tesla Bolt | ||
***Minify | *** Minify | ||
***Meteor Shower | *** Meteor Shower | ||
***Summon Monoculus | *** Summon Monoculus | ||
***Summon Skeletons | *** Summon Skeletons | ||
*$AddSpell <string> | * $AddSpell <string> | ||
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell | ** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell | ||
*$AddCond <int> [int] | * $AddCond <int> [int] | ||
** Add condition to player. If a second argument is present, the condition will only run for a specified duration | ** Add condition to player. If a second argument is present, the condition will only run for a specified duration | ||
*$RemoveCond <int> | * $RemoveCond <int> | ||
**Remove condition from player | ** Remove condition from player | ||
*$AddPlayerAttribute <string> | * $AddPlayerAttribute <string> | ||
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: "move speed bonus|1.2" | ** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: "move speed bonus|1.2" | ||
*$RemovePlayerAttribute <string> | * $RemovePlayerAttribute <string> | ||
**Remove attribute from player. Example: "move speed bonus" | ** Remove attribute from player. Example: "move speed bonus" | ||
* $AddItemAttribute <string> | |||
** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example "damage bonus|2|0" adds 100% damage bonus to primary weapon | |||
* $RemoveItemAttribute <string> | |||
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example "damage bonus|0" removes damage bonus from primary weapon | |||
*$AddItemAttribute <string> | * $PlaySoundToSelf <string> | ||
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot | |||
*$RemoveItemAttribute <string> | |||
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot | |||
*$PlaySoundToSelf <string> | |||
** Play sound to the player | ** Play sound to the player | ||
*$IgnitePlayerDuration <float> | *$IgnitePlayerDuration <float> | ||
**Ignite the player for a specified duration in seconds | **Ignite the player for a specified duration in seconds | ||
*$WeaponSwitchSlot <int> | *$WeaponSwitchSlot <int> | ||
**Forcibly switches to weapon in slot | **Forcibly switches to weapon in slot | ||
* $WeaponStripSlot <int> | *$WeaponStripSlot <int> | ||
**Removes weapon from a slot (-1 = current slot) | **Removes weapon from a slot (-1 = current slot) | ||
*$GiveItem <string> | *$GiveItem <string> | ||
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**Add currency to the player | **Add currency to the player | ||
*$RemoveCurrency <int> | *$RemoveCurrency <int> | ||
** Remove currency from the player | **Remove currency from the player | ||
*$SetCurrency <int> | *$SetCurrency <int> | ||
** Set currency to specified value | **Set currency to specified value | ||
* $CurrencyOutputX <string> | *$CurrencyOutputX <string> | ||
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter. | **Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter. | ||
*$CurrencyInvertOutputX<string> | *$CurrencyInvertOutputX<string> | ||
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*$DropItem <int> | *$DropItem <int> | ||
**Drop item in slot (-1 = current slot) | **Drop item in slot (-1 = current slot) | ||
* $RemoveItem <string> | *$RemoveItem <string> | ||
** Remove item with a name | **Remove item with a name | ||
*$Regenerate | *$Regenerate | ||
**Regenerate the player, as if touching resupply cabinet | **Regenerate the player, as if touching resupply cabinet | ||
*$RefillAmmo | *$RefillAmmo | ||
** Restore player ammo | **Restore player ammo | ||
== trigger_hurt == | |||
==trigger_hurt== | |||
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor | If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor | ||
==Filter entities== | == Filter entities == | ||
The server will no longer crash if the activator entity got removed the time TestActivator is called | The server will no longer crash if the activator entity got removed the time TestActivator is called | ||
===Inputs=== | === Inputs === | ||
*$TestEntity <entity> | * $TestEntity <entity> | ||
**Test any entity, rather than only the !activator | ** Test any entity, rather than only the !activator | ||
==Trigger entities== | == Trigger entities == | ||
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called | The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called | ||
===Inputs=== | === Inputs === | ||
*$StartTouchEntity <entity> | * $StartTouchEntity <entity> | ||
**StartTouch any entity, rather than only the !caller | ** StartTouch any entity, rather than only the !caller | ||
*$EndTouchEntity <entity> | * $EndTouchEntity <entity> | ||
**EndTouch any entity, rather than only the !caller | ** EndTouch any entity, rather than only the !caller | ||
==game_ui== | == game_ui == | ||
The server will no longer crash if the player using the entity disconnected from the server | The server will no longer crash if the player using the entity disconnected from the server | ||
== | == $filter_keyvalue == | ||
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity | |||
=== Keyvalues === | === Keyvalues === | ||
* $ | * $name <string> | ||
** | ** Name of the key to compare, example: health | ||
* $ | * $value <any> | ||
** | ** Value to compare against | ||
* $compare <string> | |||
** The condition for passing the filter (default: equal). Should only be set for numeric values | |||
** Possible values: | |||
*** equal | |||
*** less than | |||
*** greater than | |||
*** less than or equal | |||
*** greater than or equal | |||
== | == $filter_variable == | ||
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetData$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity | |||
=== Keyvalues === | === Keyvalues === | ||
* $ | * $name <string> | ||
** | ** Name of the variable to compare, example: myvar | ||
*$ | * $value <any> | ||
** | ** Value to compare against | ||
* $compare <string> | |||
** The condition for passing the filter (default: equal). Should only be set for numeric values | |||
** Possible values: | |||
*** equal | |||
*** less than | |||
*** greater than | |||
*** less than or equal | |||
*** greater than or equal | |||
== | == $filter_datamap == | ||
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity | |||
=== Keyvalues === | === Keyvalues === | ||
* $ | * $name <string> | ||
** | ** Name of the variable to compare, example: m_iHealth | ||
*$ | * $value <any> | ||
** | ** Value to compare against | ||
* $compare <string> | |||
** The condition for passing the filter (default: equal). Should only be set for numeric values | |||
** Possible values: | |||
*** equal | |||
*** less than | |||
*** greater than | |||
*** less than or equal | |||
*** greater than or equal | |||
== | == $filter_prop == | ||
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity | |||
=== Keyvalues === | === Keyvalues === | ||
* $ | * $name <string> | ||
** | ** Name of the variable to compare, example: m_nCurrency | ||
* $value <any> | |||
** Value to compare against | |||
* $compare <string> | |||
** The condition for passing the filter (default: equal). Should only be set for numeric values | |||
** Possible values: | |||
*** equal | |||
*** less than | |||
*** greater than | |||
*** less than or equal | |||
*** greater than or equal | |||
== | == All entities == | ||
=== Inputs === | === Inputs === | ||
* $FireUserAsActivator1-4 <string> | |||
*$FireUserAsActivator1-4 <string> | |||
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output | ** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output | ||
*$FireUser5-8 <string> | *$FireUser5-8 <string> | ||
**Fires custom $onuser5-8 output | ** Fires custom $onuser5-8 output | ||
*$TakeDamage <int> | * $TakeDamage <int> | ||
**Take specified amount of damage | ** Take specified amount of damage | ||
*$TakeDamageFromActivator <int> | * $TakeDamageFromActivator <int> | ||
** Take specified amount of damage, the !activator is the damage inflictor | ** Take specified amount of damage, the !activator is the damage inflictor | ||
*$SetModel <string> | * $SetModel <string> | ||
** Set custom model | ** Set custom model | ||
*$SetModelOverride <string> | * $SetModelOverride <string> | ||
**Set custom model | ** Set custom model, only changes the appearence | ||
*$SetModelSpecial <string> | * $SetModelSpecial <string> | ||
**Set custom model, in a special way, it does less additional changes to the entity | ** Set custom model, in a special way, it does less additional changes to the entity | ||
*$SetOwner <entity> | * $SetOwner <entity> | ||
** Set entity owner | ** Set entity owner | ||
* $InheritOwner <entity> | |||
** Set entity owner to the passed entity owner | |||
*$InheritOwner <entity> | * $InheritParent <entity> | ||
**Set entity owner to the passed entity owner | ** Set entity parent to the passed entity parent | ||
*$InheritParent <entity> | * $GetKeyValue <string> | ||
**Set entity parent to the passed entity parent | ** Fire OnUser1 output, with key value as a parameter | ||
*$GetKeyValue <string> | * $MoveType <int>,<int> | ||
**Fire OnUser1 output, with key value as a parameter | ** Set move type | ||
*$MoveType <int>,<int> | * $PlaySound <string> | ||
**Set move type | ** Play sound from this entity | ||
*$PlaySound <string> | * $StopSound <string> | ||
**Play sound from this entity | ** Stop playing sound from this entity | ||
*$StopSound <string> | * $SetLocalOrigin <vector> | ||
**Stop playing sound from this entity | ** Set origin relative to parent | ||
*$SetLocalOrigin <vector> | * $SetLocalAngles <vector> | ||
**Set origin relative to parent | ** Set angles relative to parent | ||
*$SetLocalAngles <vector> | * $SetLocalVelocity <vector> | ||
**Set angles relative to parent | ** Set velocity relative to parent | ||
*$SetLocalVelocity <vector> | * $TeleportToEntity <entity> | ||
**Set velocity relative to parent | ** Teleport to specified entity | ||
*$TeleportToEntity <entity> | * $MoveRelative <vector> | ||
**Teleport to specified entity | ** Move relative to parent (world) | ||
*$MoveRelative <vector> | * $RotateRelative <vector> | ||
**Move relative to parent (world) | ** Rotate relative to parent (world) | ||
*$RotateRelative <vector> | |||
**Rotate relative to parent (world) | |||
*$SetKey$(keyvalue name) <string> | *$SetKey$(keyvalue name) <string> | ||
**Set keyvalue to specified value | **Set keyvalue to specified value | ||
*$GetKey$(keyvalue name) <string> | *$GetKey$(keyvalue name) <string> | ||
**parameter format: entity|input|default value | **parameter format: entity|input|default value | ||
**example: !activator|$DisplayTextCenter|def | **example: !activator|$DisplayTextCenter|def | ||
*$SetVar$(variable name) <string> | **Trigger the input of an entity, with keyvalue as a paramer (default value if not found) | ||
*$SetVar$(variable name) <string> | |||
**Set custom entity variable | **Set custom entity variable | ||
*$GetVar$(variable name) <string> | *$GetVar$(variable name) <string> | ||
**parameter format: entity|input|default value | **parameter format: entity|input|default value | ||
** | **example: !activator|$DisplayTextCenter|def | ||
**Trigger the input of an entity, with variable as a paramer (default value if not found) | |||
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) <string> | *$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) <string> | ||
**Set datamap property to specified value | **Set datamap property to specified value | ||
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/ | *$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt datamap] prop name) <string> | ||
**parameter format: entity|input|default value | **parameter format: entity|input|default value | ||
** | **example: !activator|$DisplayTextCenter|def | ||
** | **Trigger the input of an entity, with datamap prop as a paramer (default value if not found) | ||
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) | *$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) <string> | ||
**Set send property to specified value | **Set send property to specified value | ||
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) <string> | |||
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) | |||
**parameter format: entity|input|default value | **parameter format: entity|input|default value | ||
** | **example: !activator|$DisplayTextCenter|def | ||
** | **Trigger the input of an entity, with send prop as a paramer (default value if not found) | ||
===Outputs=== | === Outputs === | ||
*$OnUser5-8 <string> | * $OnUser5-8 <string> | ||
**Called when $FireUser5-8 input is used | ** Called when $FireUser5-8 input is used | ||
*$OnKilled | * $OnKilled | ||
**Fired when the entity is killed | ** Fired when the entity is killed. The calling entity no longer exist and cannot be accessed | ||
[[Category:Misc Additions]] | [[Category:Misc Additions]] |