Powerups
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Powerups are spawned in set locations around a map at the start of a round (depending on the current map's associated .json file), and/or are dropped when players die (depending on the settings of the ConVar sm_fortressblast_drop
and its sub-ConVars). Powerups that are spawned at the start of a round are permanent and respawn 10 seconds after being collected, however other powerups only exist for 15 seconds upon spawn (except those created with sm_spawnpowerup
) and do not respawn when collected. Particular powerups can be disabled by setting the value of the bitfield sm_fortressblast_powerups
.
Powerup | ID | Description |
---|---|---|
Super Bounce | 1 | This powerup lasts for 5 seconds, during which no fall damage is taken, and a blue teleporter trail is visible behind the user. If Super Bounce is active and the user's downward velocity is higher than 250 Hammer units per second, they will be thrown into the air with the same velocity when they touch the ground. Gravity will reduce the velocity over time, meaning that jumping from a standstill will only net about 3 bounces under normal conditions. |
Shock Absorber | 2 | This powerup lasts for 5 seconds, during which the user has 75% damage resistance, full knockback immunity and a red teleporter trail visible behind them. |
Super Speed | 3 | The user's speed is increased but gradually wears off. |
Super Jump | 4 | When this powerup is used, the user's upward velocity is immediately increased by 800. The only exception to this is when Mega Mann is active, in which case the upward velocity is only increased by half this value. |
Gyrocopter | 5 | This powerup lasts for 5 seconds, during which the user experiences 25% gravity. |
Time Travel | 6 | This powerup lasts for 3 seconds, during which the user is invisible and cannot attack or use their grappling hook. Their maximum speed is also set to 520 Hammer units per second during this time. |
Blast | 7 | When this powerup is used, an explosion is immediately emitted from the user, harming enemies. From full health, it is able to kill Scouts at point-blank, but all other classes can only be injured. |
Mega Mann | 8 | This powerup lasts for 10 seconds. Upon use, the user becomes 75% larger than normal and is overhealed to 4 times their current health. This overheal is capped at 4 times the user's maximum health. The user is also raised by 16 Hammer units to avoid getting stuck on slopes. When the powerup expires, the user is returned to normal size and all overheal is removed. Half a second into the powerup's use, the user's position is recorded. If they are still in this position after another second, the plugin assumes they are stuck and respawns them. |
Frost Touch | 9 | This powerup lasts for 8 seconds, during which a trail of slow-moving smoke is visible behind the user. If the user touches an enemy while Frost Touch is active, the enemy is frozen for 3 seconds. |
Mystery | 10 | A completely randomised powerup. Upon use, it takes on the effects of another random enabled powerup. Unlike other powerups, Mystery cannot be the only powerup enabled. |
Teleportation | 11 | 0.5 seconds after this powerup is used, the user is warped to a random active Teleporter belonging to their team. If there is none, they are instead respawned. |