Spy Trap
Revision as of 22:28, 4 May 2024 by Randomname90001 (talk | contribs) (Added new information how the Spy Trap got ammo.)
“Ok guys, bad news: we lost that last one.” This article documents experimental content for Team Fortress 2. It may contain speculation, broken links or errors. |
The Spy Trap is a scrapped PDA for the Spy intended to be used for Mann vs. Machine that came with three different modes that could be used.
- Reprogrammer Mode: A mode that would give any Robots that enter its area of effect the "Reprogrammed" condition for 8 seconds. This condition temporarily switched the Robot to the Spy's team, move 2x faster[1], and run toward the nearest Robot and attempt to explode near them.[2][3]
- Magnet Mode: A mode which causes the Spy Trap to attract nearby Robots in a 700 Hammer unit radius and decrease their movement speed by 15% for half a second.[4]
- Radius Stealth Mode: A mode which cloaks friendly players for 2 seconds provided they are within a 250 Hammer unit radius of the Spy Trap.[5]
This weapon would've gotten ammo by filling a meter that would've taken 4000 damage to fill[6], filling the meter would've given this one ammo, and the user a 5 second speed boost;[7] it presumably would've consumed one ammo when a building was constructed. The max amount of ammo held is unknown.
References
- ↑ game/shared/tf/tf_player_shared.cpp:L10560
- ↑ game/shared/tf/tf_player_shared.cpp:L4335
- ↑ game/server/tf/bot/behavior/missions/tf_bot_mission_reprogrammed.cpp:L29
- ↑ game/server/tf/tf_obj_spy_trap.cpp:L400
- ↑ game/server/tf/tf_obj_spy_trap.cpp:L318
- ↑ game/server/tf/tf_player.cpp:L8507
- ↑ game/shared/tf/tf_player_shared.cpp:L13157
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