Entity

env_surface_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.

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filter_momentum_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

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

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

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

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.

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func_nogrenades

Nogrenade trigger texture

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_slick

Creates a solid slick surface. This entity has no additional keyvalues.

{:.notice–info} This entity is always forced to use BSP collision, overriding any mapper-set value.

func_slide

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.

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mapbase_enhancements

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.

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