New entities and features in the halloween Hammer update

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A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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tf_spell_pickup
This is actually not code-restricted to event maps. Spells for everyone!

func_nobuild
Can now selectively allow sentries, dispenser, or teleporters.

team_control_point_master
Custom cap position X and Y : Set the cap layout custom position [0,1]
(also inputs to change them on the fly)

team_train_watcher
input SetTrainCanRecede : Determines whether or not the train can recede.

tf_logic_gasworks
Gasworks Entity. This is used to detect a gasworks map.
!??!?!?!? what. I know in TFC some people would play an HLDM map named that, but...

tf_logic_raid
tf_logic_boss_battle

Did these already exist in the code? They seem like they would have with all the robot stuff but I haven't been keeping up.

tf_spawner
Seems like another method of spawning entities via template, but with some built in control over when, how many, and how often.

filter_tf_player_wearing_item
Can we actually check for certain players now?
"Index of econ item required to be equipped to pass this filter"
I would test it out but I'm not sure what those item numbers are.

and a boatload of bot related new entities and options.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I tried it out in a little test map and found out the following:

They respawn exactly like health/ ammo pickups do. You can have them start disabled and enable them. They have an "auto-materialize" setting that stops them from respawning if set to "No."

They can send outputs OnPlayerTouch.

The hud icon doesn't seem to show up showing what spell you get, but the spells do work.

You can set it to common/ rare spells. This automatically sets the particle effects above it showing what type it is.

You can change the model they use.

You can set what team they work on.

When they are set to disabled on map start with auto-materialize set to no, you can fire an output to enable them and they will only pop up once and stay hidden until enabled again. This is useful for a one-time event or to control exactly when they pop up.

D3FAAD4A99B453828EB4F160133B0963522DCD41
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Welp, adding spells to nat20 as we speak
 

s0da72

L2: Junior Member
Jan 11, 2013
74
32
I noticed that the entity_spawn_manager works differently when using it with the eyeball_boss. It produces the 'magic' version of eyeball_boss instead of the normal one.
 

Toomai

L3: Member
Apr 14, 2011
129
144
func_nobuild
Can now selectively allow sentries, dispenser, or teleporters.
I'm imagining how the old Gorge moonbase would have fared if dispensers were disabled there. An interesting idea to weaken a strong sentry spot, though probably hard to get across without a big "no dispensers" pictograph on the wall or something.

Also, official lava textures.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
These are probably the item indexes for filter_tf_player_wearing_item. I haven't tested them out, but I can't imagine what else it would be.
I went to go test it only to discover the entity doesn't actually exist :( Valve stuck it in the FGD and it isn't in the game. That does look likely though. If it ever arrives... time to make secret rooms with spell book pickups that can only be accessed by someone wearing an obscure combination of items.

trigger_add_player_condition is also a nice add.
Oh yeah I forgot to mention that.

Whoooaaa. Does this do what I think it does?
Yup! lets you put on anything addcond does. I'm a little disappointed it is duration based though, rather than while-in-trigger.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
is it possible to do the thing that turns people into ghosts? That'd be a really fun alternative to arena.
 

Bloodroke

L1: Registered
Jul 30, 2013
29
8
Hm... I added the spells to a map I was testing, but I couldn't actually see the portion of the hud that showed what spell I had. Is there any possible way to add that to the map? Having spells of various effects is useless without seeing what they actually are.
 

Egan

aa
Feb 14, 2010
1,375
1,720
is it possible to do the thing that turns people into ghosts? That'd be a really fun alternative to arena.

addcond 77 makes the player turn into a ghost (removecond 77 will disable btw). I'm not sure how you'd allow someone to do that in arena mode though, considering you'd want people to get kills but if someone is killed I'm not sure you can apply an addcond effect to them. Maybe that is something to test: see if you can detect when someone dies (removed from the game space) and trigger addcond 77 on them with the trigger_add_player_condition.

Unless someone has a better idea (or we contact valve / make a plugin) we could make a hacky arena mode instead of using the existing logic ents where you just detect how many players are on each team at round start, set a counter to that total, when that many people on one team dies declare the opposite team the winners. That way you can activate a filter to people who spawned in after the game start, put the trigger in the spawns and if they collide with it they turn into ghosts. But hopefully we don't have to do that. :p
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
addcond 77 makes the player turn into a ghost (removecond 77 will disable btw). I'm not sure how you'd allow someone to do that in arena mode though, considering you'd want people to get kills but if someone is killed I'm not sure you can apply an addcond effect to them. Maybe that is something to test: see if you can detect when someone dies (removed from the game space) and trigger addcond 77 on them with the trigger_add_player_condition.

Unless someone has a better idea (or we contact valve / make a plugin) we could make a hacky arena mode instead of using the existing logic ents where you just detect how many players are on each team at round start, set a counter to that total, when that many people on one team dies declare the opposite team the winners. That way you can activate a filter to people who spawned in after the game start, put the trigger in the spawns and if they collide with it they turn into ghosts. But hopefully we don't have to do that. :p
I'm sure I could come up with a hacky arena mode that isn't actually "arena_" :) Thanks for the commands. I've never used addcond before.