Editing Additions to existing entities

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This page lists a number of additions to existing entities, including inputs, outputs, and keyvalues, as well as changes to the Input/Output system as a whole. Not to be confused with [[Custom Entities]], which are entirely new entities.
== Targeting ==
== Targeting ==


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*$maxlevel <int>
*$maxlevel <int>
**Maximum level
**Maximum level
*$rapidfire <1/0>
*$rapidfire <1.0>
**Allow firing every tick, rather than after every 3rd tick
**Allow firing every tick, rather than after every 3rd tick
*$ammomult <float>
*$ammomult <float>
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*$rocketweapon <string>
*$rocketweapon <string>
**Use a specific weapon name as rocket attack, can be a custom weapon
**Use a specific weapon name as rocket attack, can be a custom weapon
*$allowplayerattributes <1/0>
**Fix for player dependent attributes not working on custom weapon
*$weaponnosound <1/0>
**Disable fire sounds of custom weapon
*$sentrymodelprefix <string>
*$sentrymodelprefix <string>
**Sentry model prefix
**Sentry model prefix
**Example: models/buildables/sentry
**Example: models/buildables/sentry
*$projspeedmult <float>
**Sentry rocket speed multiplier
*$cannotbesapped <1/0>
**This building cannot be sapped


=== Outputs ===
=== Outputs ===
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**Teleporter model prefix
**Teleporter model prefix
**Example: models/buildables/teleporter
**Example: models/buildables/teleporter
*$cannotbesapped <1/0>
**This building cannot be sapped


=== Outputs ===
=== Outputs ===
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**Dispenser model prefix
**Dispenser model prefix
**Example: models/buildables/dispenser
**Example: models/buildables/dispenser
*$cannotbesapped <1/0>
**This building cannot be sapped


==Weapon Mimic (tf_point_weapon_mimic)==
==Weapon Mimic (tf_point_weapon_mimic)==
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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
=== Inputs ===
*$SetGravity <float>
**Set tank gravity. Only for wave spawned tanks
*$SetImmobile <1/0>
**Set if the tank is immobile. Only for wave spawned tanks
*$SetOffsetZ <1/0>
**Set tank offset Z. Only for wave spawned tanks
*$SetTurnRate <1/0>
**Set tank turn rate. Only for wave spawned tanks


=== Outputs===
=== Outputs===
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***stop interrupt action
***stop interrupt action
****Stops current interrupt action
****Stops current interrupt action
***switch_action action
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):
*****Default
*****FetchFlag
*****EscortFlag
*****PushToCapturePoint
*****Mobber
*****Spy
*****Sniper
*****SuicideBomber
*****Idle
*****Passive
*****Medic
***despawn
***despawn
****Forces to bot to despawn
****Forces to bot to despawn
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*$ResetExtraItems
*$ResetExtraItems
**Strips all extra loadout items from the player
**Strips all extra loadout items from the player
*$Stun <float>
**Stun player for specified duration in seconds
*$Slowdown <string>
**Slowdowns player by specified amount for specified duration
**Parameter format: slowdown|duration
*$SetFOV <int>
**Sets player FOV to specified amount. 0 FOV restores original fov
*$SetFOVDuration <string>
**Sets player FOV with zoom in duration and starting FOV
**Parameter format: fov|duration|start fov


=== Outputs ===
=== Outputs ===
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* $filter <entity>
* $filter <entity>
** Targetname of a filter that defines if player can pick up the flag
** Targetname of a filter that defines if player can pick up the flag
*$disablebuffs <1/0>
**If bomb buffs should be disabled
=== Outputs ===
*$OnPickup
**OnPickup but with player as activator
*$OnDrop
**OnDrop but with player as activator
*$OnBombUpgradeLevel1
**Called when the bomb is upgraded to level 1
*$OnBombUpgradeLevel2
**Called when the bomb is upgraded to level 2
*$OnBombUpgradeLevel3
**Called when the bomb is upgraded to level 3


== func_flagdetectionzone ==
== func_flagdetectionzone ==
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*$filterplayer <entity>
*$filterplayer <entity>
** Targetname of a filter that defines if player with flag triggers the zone
** Targetname of a filter that defines if player with flag triggers the zone
== point_push ==
=== Keyvalues ===
* $filter <entity>
** Targetname of a filter that defines if entity should be pushed
== Health kits / ammo packs ==
=== Keyvalues ===
* $ratio <float>
** Custom health/ammo restore ratio, instead of default 0.2/0.5/1
== point_populator_interface ==
=== Inputs ===
* $CollectCash
** Collects all dropped cash
*$FinishWave
**Finishes current wave immediately
*$FinishWaveNoUnspawnedMoney
**Finishes current wave and does not give money for unspawned bots
*$JumpToWave <int>
**Jumps to specified wave
*$JumpToWaveCalculateMoney <int>
**Jumps to specified wave and calculates wave money, without giving bonuses
*$PauseWavespawn <string>
**Pauses WaveSpawns with given name. Paused wave spawns don't consume bot slots
*$ResumeWavespawn <string>
**Resumes WaveSpawns with given name.
*$ReduceFromWavespawn$(wavespawn name) <int>
**Reduces specified amount of unspawned bots from given WaveSpawns and distributes its money
*$FinishWavespawn <string>
**Removes all unspawned bots from given WaveSpawns and distributes money
*$KillWavespawn <string>
**Removes all entities spawned by given WaveSpawns


==All entities ==
==All entities ==
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**Rotate relative to parent (world)
**Rotate relative to parent (world)
*$GetEntIndex <string>
*$GetEntIndex <string>
**Triggers the input of an entity, with entity index as parameter
**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>
**Trigger the input of an entity, with keyvalue as a parameter (default value if not found)
**example: $GetKey$startdisabled
**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>
**Trigger the input of an entity, with custom variable as set with $SetVar as a parameter (default value if not found)
**example: $GetVar$customvar
**parameter format: entity|input|default value
**parameter format: entity|input|default value
**parameter example: !activator|$DisplayTextCenter|def
**example: !activator|$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>
**Trigger the input of an entity, with datamap prop as a parameter (default value if not found)
**example: $GetData$m_szNetname
***Unlike send props, datamaps do not have arrays.
**parameter format: entity|input|default value
**parameter format: entity|input|default value
**parameter example: !activator|$DisplayTextCenter|def
**example: !activator|$DisplayTextCenter|def
***Default value is not required to be defined, but can be useful for debugging.
**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>
**Trigger the input of an entity, with the specified send prop's value as a parameter (default value if not found)
**example without array: $GetProp$m_bInUpgradeZone
**example with an array: $GetProp$m_iAmmo$3
**parameter format: entity|input|default value
**parameter format: entity|input|default value
**parameter example: !activator|$DisplayTextCenter|def
**example: !activator|$DisplayTextCenter|def
***Default value is not required to be defined, but can be useful for debugging.
**Trigger the input of an entity, with send prop as a paramer (default value if not found)
*$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 $SetProp would trigger unwanted behavior  
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*$ShowToAll
*$ShowToAll
**Shows previously hidden entity to all players
**Shows previously hidden entity to all players
*$VScriptFunc$function <string>
**Executes a VScript function with a single parameter, equivalent to <code>runscriptcode function(param)</code> input
*$StopParticleEffects
**Stops attached particle effects, some effects are not stoppable
*$SetSolidFlags <int>
**Set solid flags
*$SetSolid <int>
**Set solid type


===Outputs===
===Outputs===
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