Team Fortress Classic only
Attributes
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
[list]
[li]0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive[/li]
[li]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)[/li]
[li]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.[/li]
[li]Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]Name (targetname) (targetname)[/li]
[li]FX Amount (1 - 255) (renderamt)[/li]
[li]FX Color (R G B) (rendercolor)[/li]
[li]ZHLT Light flags (zhlt_lightflags)[/li]
[li]Minimum light level (_minlight)[/li]
[li]Team allowed to activate entity (team_no)[/li]
[li]Player class allowed to activate entity (playerclass)[/li]
[li]Angular Velocity (PYR) (avelocity)
Speed (units per second) (speed)[/li]
[li]First stop target (target)[/li]
[li]Fire on damage (message)[/li]
[li]Damage to Take (health)[/li]
[/list]
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)