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Spire Spike Device

A Destroyable environment prop that when destroyed, drops loot. When players approach the Spire Spike, they start a countdown to a knockback ability. When players are knocked back, they do not receive damage from the knockback ability or take fall damage. They can destroy structures near the knockback location. Damaging the spike can also start the countdown to the knockback or restart the countdown if it is already started.

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Inheritance Hierarchy

This class is derived from the following hierarchy, starting with creative_object:

Name Description
creative_object Base class for creative devices and props.
creative_device_base Base class for creative_device.

Members

This class has both data members and functions.

Data

Data Member Name Type Description
AdditionalVerticalKnockback ?float Additive vertical force on the knockback ability. Clamped between 0.0 and 100.0.
CanGrantItems ?logic Determine if the Spire Spike should drop loot when destroyed or not.
CurrentHealth ?float The current health of the Spire Spike. Setting to 0.0 or negative will destroy the Spire Spike. Clamps to the maximum of MaxHealth.
DestroyEvent listenable(payload) Triggers when the Spire Spike is destroyed. Includes the agent that destroyed it, if any.
HorizontalKnockbackMultiplier ?float Horizontal force on the knockback ability. Clamped between 0.0 and 100.0.
IsInvulnerable ?logic Determines if the Spire Spike can take any damage.
KnockbackChargeTimer ?float The remaining time (in seconds) on the knockback charge timer. Clamped between 0.0 and 60.0. * When setting, this also sets the length of this Spire Spike's future knockback charge timers. * If there is no active timer, getting returns 0.0.
KnockbackChargeTimerLength ?float The length of the knockback charge timer in seconds, regardless of the timer's current state. Clamped between 0.0 and 60.0.
KnockbackEvent listenable(payload) Triggers when the Spire Spike does its knockback ability.
KnockbackTriggerRange ?float The range (in meters) a player needs to be within to trigger the proximity countdown. This is also the range of the knockback abilities affected targets. Clamped between 2.0 and 10.0.
MaxHealth ?float The max health of the Spire Spike. Must be greater than or equal to 1.0. Current health will be scaled up or down based on the scale difference between the old and new MaxHealth.
ShouldChargeKnockbackOnPlayerProximity ?logic Determines if the knockback ability should charge once a player has entered the trigger range.
ShouldKnockbackChargeFromTakingDamage ?logic Determines if taking damage should start the knockback charge timer. If the timer was already active and this is true, taking damage will restart the timer.
ShouldKnockbackDestroyStructures ?logic Determines if structures should be destroyed if a player is knocked back into them.
VerticalKnockbackMultiplier ?float Vertical force on the knockback ability. Clamped between 0.0 and 100.0.

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Last updated 2026-02-10T21:24:56.165855+00:00

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