entity

env_surface_teleport

entity
teleport

An entity that teleports the player when they stand on a specified material surface. Keyvalues # Remote Destination (target<target_destination>) The entity specifying the point to which the player should be teleported. Game Material to Watch (gamematerial<choices>) When the player stands on this material, they will be teleported. 0: None 67: Concrete 77: Metal 68: Dirt 86: Vent 71: Grate 84: Tile 83: Slosh 87: Wood 80: Computer 89: Glass 70: Flesh 73: Clip 79: Foliage 78: Sand Default is “None”; 0. ...

filter_momentum_collectibles

entity
filter, collectibles

Filter that checks whether the player is at or above the given collectible count. Keyvalues # Minimum req. collectible count (player_collectibles<integer>) The minimum collectible count that the player needs to be at in order for the filter to accept them. Default is 0.

filter_momentum_player_state

entity
filter

Filter that checks the player’s movement state. Keyvalues # Player State (player_state<choices>) 0: “Grounded” 1: “Surfing” 2: “Bunnyhopping” Default is Grounded; 0.

filter_momentum_progress

entity
filter, player

Filter that checks to see if the player is at or above the given progress number. Keyvalues # Minimum req. prog. num (progress_check<integer>) -1 : The minimum progress number that the player needs to be at in order for the filter to accept them.

filter_momentum_track_number

entity
filter, track

Filter a player based on if their track number is the one defined here. -1 defaults to true. Keyvalues # Track Number (track_number<integer>) The track that this zone belongs to: -1: All Tracks 0: Main Map 1+: Bonus Tracks

filter_velocity

entity
filter

Filter that checks the player’s velocity. Keyvalues # Mode (Mode<choices>) Sets the mode to use for velocity comparisons. 0: Total velocity 1: Per-axis Default is “Total velocity”; 0. Above/Below (Above<choices>) Sets whether to check if the player goes above or below the given velocity. 0: Below 1: Above Default is “Above”; 1. Enable Vertical (EnableVertical<choices>) Check vertical velocity. Only used when “Mode” is “Total velocity”. 0: No 1: Yes Default is “No”; 0. ...

func_nogrenades

entity
func, trigger, TF2, explosion, rocket jump, sticky jump, conc

Rockets, stickybombs, conc grenades, and other explosives will not detonate/explode inside this area. Keyvalues # Explosive prevention method (explosion_prevention_type<choices>) Determines the method of explosive prevention. 0: “[Default] Fizzle explosives upon detonation. This is the TF2 default.” 1: “Fizzle only airborne (handheld concs included) explosives upon detonation.” 2: “Fizzle upon landing instead of on attempted detonation.” 3: “Fizzle explosive immediately upon it entering the trigger.”

func_slide

entity
slide, func

A brush entity that allows the player to slide across the surface of it without friction. Keyvalues # Keep player on slide surface (StayOnSlide<boolean>) Keep the player attached to the slide surface (for example, when sliding down ground of increasing steepness). Allow jumping (AllowJump<boolean>) Allow the player to jump while sliding. The player is still required to be on a surface that is not too steep to stand on in order to jump. ...

mapbase_enhancements

entity
mapbase, filter, point entity

This page covers the various additions and enhancements from Mapbase. Filters # Added the following Mapbase filters: filter_activator_context filter_activator_involume filter_activator_keyfield filter_activator_model filter_activator_surfacedata Logic Entities # Added the following logic entities from Mapbase: point_camera_ortho math_vector math_mod math_lightpattern math_generate math_counter_advanced math_clamp math_bits logic_sequence logic_keyfield logic_format logic_entity_position logic_datadesc_accessor logic_convar logic_context_accessor logic_console game_globalvars Descriptions of these can be found on Mapbase’s entity list. Skyboxes # New features for sky_camera, including multiple sky_camera’s. Also skybox_swapper for swapping the 2D skybox texture without having to reload the map. ...

momentum_generic_bomb

entity
explosion, TF2, point entity

Generic Bomb Keyvalues # Explosion Damage (damage<float>) Amount of damage to do when exploding. The default value is 50. Explosion Radius (radius<float>) Explosion radius. The default value is 100. Health (health<integer>) Health of the bomb. The default value is 1. Explosion Sound (sound<sound>) Name of the sound effect to play when exploding. Input # input Detonate(void) Force detonation. Output # OnDetonate(void) Fired when this bomb detonates.