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 | ||
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter | *Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter | ||
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator. | *Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator. | ||
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==point_viewcontrol== | ==point_viewcontrol== | ||
===Inputs === | ===Inputs === | ||
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===Spawnflags=== | ===Spawnflags=== | ||
*'''[64]''' - Spawn as mini-sentry | *'''[64]''' - Spawn as mini-sentry | ||
==Weapon Mimic (tf_point_weapon_mimic)== | ==Weapon Mimic (tf_point_weapon_mimic)== | ||
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* Fired stickybombs are automatically removed if the mimic is removed | * Fired stickybombs are automatically removed if the mimic is removed | ||
*Added projectile type 4 - Bullet. SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force | *Added projectile type 4 - Bullet. SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force | ||
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties | *It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties | ||
=== Keyvalues=== | === Keyvalues=== | ||
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**Set custom kill icon | **Set custom kill icon | ||
*$weaponname <string> | *$weaponname <string> | ||
**Set mimic weapon name, custom weapon names are allowed. | **Set mimic weapon name, custom weapon names are allowed. example: The Righteous Bison | ||
=== Inputs === | === Inputs === | ||
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*$RemoveWeaponAttribute <string> | *$RemoveWeaponAttribute <string> | ||
** Remove attribute from the mimic weapon, example: projectile speed increased | ** Remove attribute from the mimic weapon, example: projectile speed increased | ||
===Outputs=== | ===Outputs=== | ||
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*When tank starts deploying, and there is at least one PointTemplate assigned to it, "OnUser4" output is activated | *When tank starts deploying, and there is at least one PointTemplate assigned to it, "OnUser4" output is activated | ||
=== Outputs=== | === Outputs=== | ||
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*$HideMenu <entity> | *$HideMenu <entity> | ||
**Hide menu at player | **Hide menu at player | ||
==tf_gamerules == | ==tf_gamerules == | ||
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*$AddCurrencyGlobal <int> | *$AddCurrencyGlobal <int> | ||
**Add currency to all players | **Add currency to all players | ||
== player == | == player == | ||
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*$BotCommand <string> | *$BotCommand <string> | ||
**Forces the bot to perform an action. Examples: | **Forces the bot to perform an action. Examples: | ||
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone | ***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone | ||
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone | ****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone | ||
***interrupt_action -posent targetkill -lookposent targetkill -killlook | ***interrupt_action -posent targetkill -lookposent targetkill -killlook | ||
****Move to entity targetkill and try to destroy it | ****Move to entity targetkill and try to destroy it | ||
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 | ***interrupt_action -pos 0 0 0 -lookpos 100 100 100 | ||
****Move to position 0 0 0 while looking at position 100 100 100 | ****Move to position 0 0 0 while looking at position 100 100 100 | ||
***despawn | ***despawn | ||
****Forces to bot to despawn | ****Forces to bot to despawn | ||
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****Forces the spy bot to disguise as something | ****Forces the spy bot to disguise as something | ||
***build sentry at nearest sentry hint | ***build sentry at nearest sentry hint | ||
==trigger_hurt== | ==trigger_hurt== | ||
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==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 | ||
==All entities == | ==All entities == | ||
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**Rotate relative to parent (world) | **Rotate relative to parent (world) | ||
*$GetEntIndex <string> | *$GetEntIndex <string> | ||
**parameter format: entity|input | **parameter format: entity|input | ||
**example: !activator|$DisplayTextCenter | **example: !activator|$DisplayTextCenter | ||
**Triggers the input of an entity, with entity index as parameter | |||
*$RemoveOutput <string> | *$RemoveOutput <string> | ||
**remove outputs with given name | **remove outputs with given name | ||
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**Set keyvalue to specified value | **Set keyvalue to specified value | ||
*$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|$DisplayTextCenter|def | ||
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found) | |||
*$SetVar$(variable name) <string> | *$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/datamaps.txt datamap] prop name) <string> | *$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.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$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] <string> | *$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] <string> | ||
**Set send property to specified value. Can also set arrays. | **Set send property to specified value. Can also set arrays. | ||
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***sets player ammo type array to 3, which is metal carried | ***sets player ammo type array to 3, which is metal carried | ||
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] <string> | *$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] <string> | ||
**parameter format: entity|input|default value | **parameter format: entity|input|default value | ||
** | **example: !activator|$DisplayTextCenter|def | ||
** | **Trigger the input of an entity, with send prop as a paramer (default value if not found) | ||
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] <string> | *$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] <string> | ||
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior | **Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior | ||
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**Hides this entity to all players by default | **Hides this entity to all players by default | ||
*$ShowToAll | *$ShowToAll | ||
**Shows | **Shows previo<u>usly hidden entity to all players</u> | ||
===Outputs=== | ===Outputs=== |