Powerups
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). Collecting a powerup will replace any already collected powerup on the player's screen.
Powerups that are spawned at the start of a round are permanent and respawn 10 seconds after being collected, however powerups dropped on death only exist for 15 seconds upon spawn and do not respawn when collected. Particular powerups can be disabled by setting the value of the bitfield sm_fortressblast_powerups
.
Powerup | ID | Color | Description |
---|---|---|---|
Super Bounce | 1 | Blue | This powerup lasts for 5 seconds, during which the user takes no fall damage, and is thrown into the air when they touch the ground based on their initial velocity. Gravity will reduce this velocity over time, meaning that jumping from a standstill will only net about 3 bounces. |
Shock Absorber | 2 | Red | 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 | Orange | The user's speed is increased but gradually wears off. |
Super Jump | 4 | Pink | 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 | Green | This powerup lasts for 5 seconds, during which the user experiences 25% gravity. |
Time Travel | 6 | Pale green | 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 | Yellow | 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 | Gray | 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. When the powerup expires, the user is returned to normal size and all overheal is removed. |
Frost Touch | 9 | Pale pink | 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 | Black | 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 | Pale red | 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. |
Magnetism | 12 | Dark green | This powerup lasts for 5 seconds, during which enemies are attracted to the user if they have their melee equipped, and repelled if they have any other weapon slot equipped. |
Developer information
Powerups are tf_halloween_pickup
entities that the plugin stores IDs for. All of these entities, including ones not spawned by Fortress Blast, are deleted at the start of a round to prevent duplicate powerups existing. This does not conflict with stock maps that use these entities such as Carnival of Carnage.
The command sm_setpowerup
can be used to set the equipped powerup of any player or group of players based on the ID of the desired powerup.
The powerup ID 0 differs within the code of Fortress Blast. When an entity has a powerup ID of 0, it signifies a gift in Gift Hunt. When a player has a powerup ID of 0, it signifies them not having a powerup. Collecting a gift will not remove a player's collected powerup.