func_guntarget
Last edited 1 year ago2023-03-03 12:56:39 UTC
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This creates a moving target that stops and fires its target when it takes damage. Basically a shootable
func_train switch.
Attributes
- Name (targetname) - Property used to identify entities.
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (renderamt)
- FX Color (rendercolor)
- Global Entity Name (globalname)
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin)
- Speed (speed) - Speed that the guntarget travels at in units per second (if set to "0", will be set to "100").
- First Stop target (target) - The name of the first path_corner to follow.
- Fire on Damage (message) - Name of the entity(ies) to trigger when this guntarget reaches 0 HP.
- Damage to take (health) - Amount of damage that must be taken before halting movement and activating the target(s).
- Minimum light level (_minlight)
Flags
- Start On (1) - If enabled, this guntarget will start moving and allow damage to be received as soon as it spawns. Otherwise, you must trigger this guntarget first before it moves and becomes shootable.
Notes
- This entity should always be given an origin brush, even if it does not move. Radius damage (e.g. explosives) uses the entity origin rather than the entity's center point to determine damage done and will only work properly with an origin brush.
Team Fortress Classic only
Attributes
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)
- Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
- Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
- Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
- Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.
- If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.
- If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.
- If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
- If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
- If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
- If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
- If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
- If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
- Name (targetname) (targetname)
- FX Amount (1 - 255) (renderamt)
- FX Color (R G B) (rendercolor)
- ZHLT Light flags (zhlt_lightflags)
- Minimum light level (_minlight)
- Team allowed to activate entity (team_no)
- Player class allowed to activate entity (playerclass)
- Angular Velocity (PYR) (avelocity)
- Speed (units per second) (speed)
- First stop target (target)
- Fire on damage (message)
- Damage to Take (health)
1 Comment
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since this entity works only once ("start on" flag kind of works like a trigger_auto), it is better to have it unchecked and have trigger_relay with targetname game_playerspawn target it with trigger state "on", so this entity will work every round.
this entity also takes damage from he grenades and env_explosions (all tested)