Prefabs - Box Of Features

Prefabs - Box Of Features 3.0.0

New folder structure = new Major Version, you can delete the old versions.
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Ramblings:
With Vscript coming to TF2, I figured I'd update Box Of Features with my latests prefabs before they become outdated.

These two prefabs were meant for MC_Labs15's Sizzlin' Spookfest, and I did actually finish them before the deadline, but not the map...
That map is on hold tho, dunno if I'll ever be able to complete it :(

The incremental PowerUps are called "Augmentations", and I sure am proud of the logic (adding a powerup that works for every player costs only ~40 entities).
Currently there are 5 powerups: +Health, +WeaponMastery, +Agility, +Regen, +Resistance.

Augmentations teaches:
- The power of trigger_multiple's StartTouch, good luck learning that tho, so I'll just explain it here:
StartTouch allows to start a new I/O chain with the toucher as the !activator, which means that if used correctly you get to ignore the fact that !caller pretty much never works.
- AddOutput adds an output instantaneously, which means you can immediately trigger the output.

Homing rockets teaches:
- How to fix a trigger_push when spawned with a diffrent angle from the one in the point_template's.
- Using filter_activator_names in point_templates.


Full Changelog:
- Updated item_powerup_rune to have the default team as 0 and be pickable by both classes instead of 4 and be unpickable
- Added missing targetnames in smooth_camera
- New Prefab: Homing Rocket (base)
- New Prefab: Homing E-Rocket
- New Prefab: Augmentation
- Added a Gizmo Model (credit to @RIPY ) with an "origin" attachment set at 0 0 0 pointing eastward
- Changed main material folder to "/custom/box_of_features/materials"
- Added sprite "whitestripe"
- Added tool material "block_los_2"

ToDo:
- Update Amplifier to use a filter_activator_name instead of filter_activator_class.
- Cancel pending the powerup item cleanup routine when the powerup item is picked up.
- Add prefab for blank powerup item.
- Merge the onpickup and ondeath powerup policies since they are the same.
- Add those prefabs that change a filter_activator_name's filtername given the player's ID since trigger_multiple can't update its filter but the filter itself can be updated.
New Update!
New Prefab: Unique Name Applier (disableable)
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Here it is!
A way to temporary change the players' unique targetnames (given by UniqueNameApplier) and not crash the game!

Basically when using UniqueNameApplier the unique targetnames MUST not change, or at least while the system is enabled, so I made it disableable!

The problem was that if a player's targetname wasn't the one assigned to it, and a player joined, then there was a chance that the new player would steal the targetname, and when the old player's targetname was given back, then two players would have the same (not) unique targetname, leading to an eventual crash.

The solution to this was to disable UniqueNameApplier and reenable it when the targetnames were returned to the unique ones.

It wasn't as simple as disabling a relay tho, if two players had their targetname changed at the same time, then one could enable the UniqueNameApplier while the other one needed it disabled because it didn't change the targetname back yet...
The little sheeps save the day once more! With a math_counter you can add 1 at every disable, and subract 1 at every enable, meaning that the math_counter will reach 0 (and HitMin) only when everyone that has disabled has enabled as well.

Oh and also other stuff that uses the trigger_multiple "StartTouch", which transforms the !caller into the !activator.

More in depth...
You can now change the players' targetname with a unique targetname by disabling UniqueNameApplier until the unique targetname is given back.
Some additional outputs are required and you gotta be careful about not keeping UniqueNameApplier disabled all the time.


What's new?
New Prefab: "Unique Name Applier (disableable)"
New Prefab: "Unique Name Applier (TempNameDealers)" (to support the disableable version which adds a new targetname "name_awaiter")

What changed?
+ Updated AllClassToolboxes to fix an exploit
+ Updated AllClassToolboxes and changed a certain name I didn't like
+ Some changes to the Overview page
New Update!

Everything from the previous version has been reworked, and a lot of new features have been added!
Major Update means that you might as well remove the old "BoxOfFeatures" folders.

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What changed?
+ Complete rework of the All Class Toolboxes, now every building level has a unique toolbox
+ Updated HUD counters! The HUD is updated only after the math_counter is updated, not every few seconds
+ SmoothCamera now works with LOS and not a trigger_multiple
+ Changed healthkit_spawner to healthkit_maker
+ Updated Shop System (changed a bit how the prefab works)
+ Folder structure
+ The Overview page! Now doubles as the tutorial, instead of a .txt

Whats new?
+ Preserved Entity Setup
+ Round-Specific logic
+ Halloween Setup
+ Unique Name Applier
+ Player LOS sensor
+ Temp Name Dealer
+ NEW BUILDING: The Amplifier
+ Added buildings for the Blue team.

Please refer to the Overview Page for other info.
New update!

Version 1.2.0 introduces a new prefab: "Dropped Healthkit spawner".

+ Added:
[Gameplay] Dropped Healthkit spawner.vmf
Sweet.jpg
Sweet!

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Current prefab list:

> [Adv. Prop] Smooth camera.vmf
> [Currency] Hud counter.vmf
> [Currency] Shop system.vmf
> [Gameplay] Dropped Healthkit spawner.vmf
> [Gameplay] One-way PropDoor_168.vmf
> [MvM] (DragOut) All class Buildings.vmf
> [MvM] All class Dispenser.vmf
> [MvM] All class Sentrygun.vmf
> [MvM] All class Stunner.vmf
New update!

Version 1.1.0 introduces a new prefab, "Smooth camera", and with it a new category.

+ Added:
[Adv. Prop] Smooth camera.vmf
It.jpg
It's a camera that follows a player, and it does so smoothly.

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Current prefab list:

> [Adv. Prop] Smooth camera.vmf
> [Currency] Hud counter.vmf
> [Currency] Shop system.vmf
> [Gameplay] One-way PropDoor_168.vmf
> [MvM] (DragOut) All class Buildings.vmf
> [MvM] All class Dispenser.vmf
> [MvM] All class Sentrygun.vmf
> [MvM] All class Stunner.vmf