item_tfgoal (Team Fortress Classic) Last edited 16 years ago2008-04-26 14:57:18 UTC

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Point Entity

Item_tfgoal is, simply put, a goal you can carry. Flags, keys and the like can be created with this entity.
Items have two extra states in addition to the standard Active, Inactive, and Removed, which are Carried and Dropped. When an item is Carried, a player has the item. When an item is dropped, it has been Carried somewhere away from its starting location, then lost because the player either died or threw it.<BR>

Items are Activated when they are picked up. When they are removed, they cannot be picked up, or even seen (hence "Removed"). When an item is Restored, it is sent back to its starting place in the map.<BR>

Attributes

[list]
[li]1 = Active If you set this value to Active, the goal will perform its action as soon as the map loads (even before players have joined), and then move to the Inactive state unless it is set to stay active.[/li]
[li]Model path/name.mdl (mdl) - If you wish this goal to be displayed as a model in the game (as is the case with goals used to create ammo packs), give the model's path and filename here. e.g. 'models/backpack.mdl'.[/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]Affect all on Team (maxammo_shells) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on an entire team rather than just the Activating Player. Options are: [li]Affect all not on Team (maxammo_nails) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on all players in teams other than the one selected, ignoring the Activating Player. Options are: [li]If all goals in group # active... (all_active) - When activated, the entity will check to see if all goals in a given group are active. If so, it will activate another goal, which is specified by last_impulse.[/li]
[li]Remove goal # (rv_g) - When the entity is activated, it will remove the goal specified here.[/li]
[li]Restore goal # (rs_g) - When the entity is activated, it will restore the goal specified here.[/li]
[li]Inactivate goals in group # (inactivate_group_no) - When the entity is activated, it will deactivate all the goals in the group specified here.[/li]
[li]Remove goals in group # (rv_gr) - When the entity is activated, it will remove all the goals in the group specified here.[/li]
[li]Restore goals in group # (rs_gr) - When the entity is activated, it will restore all the goals in the group specified here.[/li]
[li]Remove Spawn point # (remove_spawnpoint) - On activation, the entity will remove the info_player_teamspawn entity with the Goal # entered here. While the spawnpoint is removed, no one can spawn there.[/li]
[li]Restore Spawn point # (restore_spawnpoint) - On activation, the entity will restore a removed info_player_teamspawn entity with the Goal # entered here. After being restored, players can once again spawn at the spawnpoint.[/li]
[li]Remove spawn group # (rv_s_h) - On activation, the entity will remove the group of info_player_teamspawn entities with the Goal Group # entered here. While the spawnpoints are removed, players cannot spawn at them.[/li]
[li]Restore spawn group # (rs_s_h) - On activation, the entity will restore the group of removed info_player_teamspawn entities with the Goal Group # entered here. After being restored, players can once again spawn at the spawnpoints.[/li]
[li]Remove item from APA (axhitme) - The Item # of an item_tfgoal entity. When the entity is activated, if the Activating Player is carrying the specified item, it will be removed from him. What happens to it then is determined by the Goal Activation property of the item.[/li]
[li]Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.[/li]
[li]Entity reference name (for logging) (netname)[/li]
[li]Item # (goal_no)[/li]
[li]Item group # (group_no)[/li]
[li]Name (targetname) (targetname)[/li]
[li]Model skin-varies per model (skin)[/li]
[li]Team allowed to use goal (team_no)[/li]
[li]Player class allowed to use goal (playerclass)[/li]
[li]Stay active(sec), -1 stays (wait)[/li]
[li]Delay before activate(sec) (delay_time)[/li]
[li]Effect radius, 0=infinite (t_length)[/li]
[li]If criteria fails activate Goal# (else_goal)[/li]
[li]...activate goal# (last_impulse)[/li]
[li]Activate goal# (activate_goal_no)[/li]
[li]Inactivate goal# (inactivate_goal_no)[/li]
[li]Activate goals in group# (activate_group_no)[/li]
[li]Return item # (return_item_no)[/li]
[li]Remove items in group # (r_i_g)[/li]
[li]Target entity with this targetname (target)[/li]
[li]Remove entity with this targetname (killtarget)[/li]
[li]Play Sound Path/name.wav (noise)[/li]
[li]Add/Subtract frags (frags)[/li]
[li]Add/Subtract lives (lives)[/li]
[li]Add/Subtract health (health)[/li]
[li]Armor Value % (armorvalue)[/li]
[li]Armor Class (armorclass)[/li]
[li]Add/Subtract shells (a_s)[/li]
[li]Add/Subtract nails (a_n)[/li]
[li]Add/Subtract rockets (a_r)[/li]
[li]Add/Subtract cells (a_c)[/li]
[li]Add/Subtract detpack (ammo_detpack)[/li]
[li]Add/subtract grenades #1 (no_grenades_1)[/li]
[li]Add/subtract grenades #2 (no_grenades_2)[/li]
[li]Invincibility duration (invincible_finished)[/li]
[li]Invisibility duration (invisible_finished)[/li]
[li]Quad duration (super_damage_finished)[/li]
[li]Rad Suit duration (radsuit_finished)[/li]
[li]Score to AP team (count)[/li]
[li]Teamcheck team point gain (increase_team)[/li]
[li]Blue point gain (increase_team1)[/li]
[li]Red point gain (increase_team2)[/li]
[li]Yellow point gain (increase_team3)[/li]
[li]Green point gain (increase_team4)[/li]
[li]Owned by-for msg & item glow (owned_by)[/li]
[li]Owned by teamcheck (owned_by_teamcheck)[/li]
[li]Death type (deathtype)[/li]
[li]Message to all (b_b)[/li]
[li]Message to AP (message)[/li]
[li]Message to AP team (b_t)[/li]
[li]Message to non-AP team (b_n)[/li]
[li]Message to owner team (b_o)[/li]
[li]Message to non-owner team(s) (non_owners_team_broadcast)[/li]
[li]Console msg. to all, %s = AP name (n_b)[/li]
[li]Console msg to AP team (n_t)[/li]
[li]Console msg. to non-AP team (n_n)[/li]
[li]Console msg. to owner team (n_o)[/li]
[li]Speak (global) (speak)[/li]
[li]Speak (AP) (AP_speak)[/li]
[li]Speak (AP team) (team_speak)[/li]
[li]Speak (non-AP team) (non_team_speak)[/li]
[li]Speak (owner team) (owners_team_speak)[/li]
[li]Speak (non-owner teams) (non_owners_team_speak)[/li]
[li]Angular Velocity (PYR) (avelocity)[/li]
[li]Goal Activation Bitfields (g_a)[/li]
[li]Goal Effects bitfields (g_e)[/li]
[li]Percentage of full speed (speed_reduction)[/li]
[li]Pause (stays on ground) seconds (pausetime)[/li]
[li]All in group# being carried... (distance)[/li]
[li]...activate this goal (pain_finished)[/li]
[li]All in group # by 1 player.. (speed)[/li]
[li]...activate this goal (attack_finished)[/li]
[li]Activate/Restore goal on return (impulse)[/li]
[li]Goal Result bitfields (goal_result)[/li]
[li]Center msg, death drop, owner team (team_drop( )[/li]
[li]Center msg, death drop, non owners (non_team_drop)[/li]
[li]Console msg, death drop, owner team (netname_team_drop)[/li]
[li]Console msg, death drop, non owners (netname_non_team_drop)[/li]
[li]Return to start msg, team (noise3)[/li]
[li]Return to start msg, owners (noise4)[/li]
[li]Replacement model (replacement_model)[/li]
[li]Replacement model Body setting (replacement_model_body)[/li]
[li]Replacement model Skin setting (replacement_model_skin)[/li]
[li]Replacement model Flags (replacement_model_flags)[/li]
[/list]

Flags

Inputs

Outputs

*

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