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