Additions to existing entities: Difference between revisions

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m (Grammar)
(Undo revision 164 by Mince (talk))
Tag: Undo
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== Targeting ==
== Targeting ==


* You can target the parent of a specified entity by adding @[/cdn-cgi/l/email-protection <nowiki>[email protected]</nowiki>] as a prefix. @[/cdn-cgi/l/email-protection <nowiki>[email protected]</nowiki>]!activator would target the parent of the activator entity
* You can target parent of specified entity by adding @p@ prefix. @p@!activator would target parent of the activator entity
* You can target children of a specified entity by adding a @[/cdn-cgi/l/email-protection <nowiki>[email protected]</nowiki>] prefix. @[/cdn-cgi/l/email-protection <nowiki>[email protected]</nowiki>]!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 a @bbxmin ymin zmin xmax ymax [/cdn-cgi/l/email-protection <nowiki>[email protected]</nowiki>] prefix. @bb-100 -100 -100 100 100 [/cdn-cgi/l/email-protection <nowiki>[email protected]</nowiki>]_dynamic would target prop_dynamic entities inside of a 200x200x200 cube
*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 ==
== point_viewcontrol ==
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== Sentry Gun (obj_sentrygun) ==
== Sentry Gun (obj_sentrygun) ==


* You can spawn a mini sentry using the spawnflags 64 keyvalue
* You can spawn mini sentry by adding spawnflags 64 keyvalue


== Weapon Mimic (tf_point_weapon_mimic) ==
== 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
* 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
* 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
* Fired stickybombs are automatically removed if the mimic is removed

Revision as of 17:38, 29 August 2021

Targeting

  • You can target parent of specified entity by adding @p@ prefix. @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
  • 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

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

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:

Case
{
	OnSpawnOutput
	{
		Target "casetest"
		Action "$Format"
		Delay 1
	}
	logic_case
	{
		"targetname" "casetest"
		"case16" "You have % out of % coins left. % %% done" // Formatter string
		"case01" "6" //First argument
		"case02" "12" //Second argument
		"case03" "50" //Third argument
		"ondefault" "player,$DisplayTextCenter,,0,-1"
	}
}

This would display "You have 6 out of 12 coins left. 50 % done" to all players

Inputs

  • $FormatString <string>
    • Sets formatting string, then fires OnDefault output, with formatted string as parameter
  • $FormatStringNoFire <string>
    • Sets formatting string
  • $FormatInput1 <string>
    • Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter
  • $FormatInput2-15 <string>
    • Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter
  • $FormatInputNoFire1 <string>
    • Sets formatting input argument 1
  • $Format
    • Fires OnDefault output, with formatted string as parameter
  • $TestSigsegv
    • Fires OnUser1 output. Can be used to test if sigsegv extension is active
  • $ToInt <any>
    • Fires OnDefault output, converts parameter value from string/float to integer
  • $ToFloat <any>
    • Fires OnDefault output, converts value from string/int to real number
  • $CallerToActivator <any>
    • Fires OnDefault output, but the !caller entity is converted to !activator
  • $GetKeyValueFromActivator <string>
    • Fires OnDefault output, the key value from the !activator entity is the parameter
  • $GetConVar <string>
    • Fires OnDefault output, the convar (console variable) number value is the parameter
  • $GetConVarString <string>
    • Fires OnDefault output, the convar (console variable) string value is the parameter

tf_gamerules

Inputs

  • $StopVO <string>
    • Stops sound that was started with PlayVO input
  • $StopVORed <string>
    • Stops sound that was started with PlayVORed input
  • $StopVOBlue <string>
    • Stops sound that was started with PlayVOBlue input
  • $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
  • $SetBossState <int>
    • If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal
  • $AddCurrencyGlobal <int>
    • Add currency to all players

player

Inputs

  • $AllowClassAnimations <0|1>
    • Allow class animations instead of using refpose when UseCustomModel input is fired to change player model
  • $SwitchClass <string>
    • Switch player class. The parameter can be either a class name (heavyweapons for example), or class index
  • $SwitchClassInPlace <string>
    • Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index
  • $ForceRespawn
    • The player instantly respawns
  • $ForceRespawnDead
    • The player instantly respawns, but only if they are dead
  • $DisplayTextCenter <string>
    • Display text in the middle of the screen
  • $DisplayTextChat <string>
    • Display text to the player's chat
  • $Suicide
    • Kill the player
  • $ChangeAttributes <string>
    • If the player is a bot, this can be used to change active EventChangeAttributes
  • $RollCommonSpell
    • Roll common spell
  • $SetSpell <string>
    • Set player current spell to one of the following:
      • Fireball
      • Ball O' Bats
      • Healing Aura
      • Pumpkin MIRV
      • Superjump
      • Invisibility
      • Teleport
      • Tesla Bolt
      • Minify
      • Meteor Shower
      • Summon Monoculus
      • Summon Skeletons
  • $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
  • $AddCond <int> [int]
    • Add condition to player. If a second argument is present, the condition will only run for a specified duration
  • $RemoveCond <int>
    • Remove condition from player
  • $AddPlayerAttribute <string>
    • Add attribute to player, the parameter should be passed in this way: attribute|value. Example: "move speed bonus|1.2"
  • $RemovePlayerAttribute <string>
    • 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
  • $PlaySoundToSelf <string>
    • Play sound to the player
  • $IgnitePlayerDuration <float>
    • Ignite the player for a specified duration in seconds
  • $WeaponSwitchSlot <int>
    • Forcibly switches to weapon in slot
  • $WeaponStripSlot <int>
    • Removes weapon from a slot (-1 = current slot)
  • $GiveItem <string>
    • Gives an item to the player
  • $AddCurrency <int>
    • Add currency to the player
  • $RemoveCurrency <int>
    • Remove currency from the player
  • $SetCurrency <int>
    • Set currency to specified value
  • $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.
  • $CurrencyInvertOutputX<string>
    • Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter
  • $DropItem <int>
    • Drop item in slot (-1 = current slot)
  • $RemoveItem <string>
    • Remove item with a name

trigger_hurt

If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor

Filter entities

The server will no longer crash if the activator entity got removed the time TestActivator is called

Inputs

  • $TestEntity <entity>
    • Test any entity, rather than only the !activator

Trigger entities

The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called

Inputs

  • $StartTouchEntity <entity>
    • StartTouch any entity, rather than only the !caller
  • $EndTouchEntity <entity>
    • EndTouch any entity, rather than only the !caller

game_ui

The server will no longer crash if the player using the entity disconnected from the server

All entities

Inputs

  • $FireUserAsActivator1-4 <string>
    • Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output
  • $TakeDamage <int>
    • Take specified amount of damage
  • $TakeDamageFromActivator <int>
    • Take specified amount of damage, the !activator is the damage inflictor
  • $SetModel <string>
    • Set custom model
  • $SetModelOverride <string>
    • Set custom model, only changes the appearence
  • $SetModelSpecial <string>
    • Set custom model, in a special way, it does less additional changes to the entity
  • $SetOwner <entity>
    • Set entity owner
  • $InheritOwner <entity>
    • Set entity owner to the passed entity owner
  • $InheritParent <entity>
    • Set entity parent to the passed entity parent
  • $GetKeyValue <string>
    • Fire OnUser1 output, with key value as a parameter
  • $MoveType <int>,<int>
    • Set move type
  • $PlaySound <string>
    • Play sound from this entity
  • $StopSound <string>
    • Stop playing sound from this entity
  • $SetLocalOrigin <vector>
    • Set origin relative to parent
  • $SetLocalAngles <vector>
    • Set angles relative to parent
  • $SetLocalVelocity <vector>
    • Set velocity relative to parent
  • $TeleportToEntity <entity>
    • Teleport to specified entity
  • $MoveRelative <vector>
    • Move relative to parent (world)
  • $RotateRelative <vector>
    • Rotate relative to parent (world)