Difference between revisions of "Spy Trap"
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{{beta|experimental}} | {{beta|experimental}} | ||
{{Item infobox | {{Item infobox | ||
+ | | name = Spy Trap | ||
| type = weapon | | type = weapon | ||
| unused = yes | | unused = yes | ||
| image = Unknownweapon.png | | image = Unknownweapon.png | ||
| hide-kill-icon = yes | | hide-kill-icon = yes | ||
− | | used-by = [[ | + | | used-by = [[Spy]] |
| slot = building | | slot = building | ||
| numbered = no | | numbered = no | ||
}} | }} | ||
− | + | The '''Spy Trap''' is a scrapped building for the Spy that came with three different modes that could be used. | |
− | * '' | + | * ''Reprogrammer Mode'', an MvM-only mode, would give any bots that enter it's area of effect the unused "Reprogrammed" condition. |
− | * '' | + | * ''Magnet Mode'' which causes the Spy Trap to attract itself to the nearest player and stun them. |
− | * '' | + | * ''Stealth Mode'' which cloaks the builder provided they are within a 250 unit radius of the Spy Trap. |
{{Unused Content Nav}} | {{Unused Content Nav}} |
Revision as of 17:01, 11 October 2021
![]() | “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 building for the Spy that came with three different modes that could be used.
- Reprogrammer Mode, an MvM-only mode, would give any bots that enter it's area of effect the unused "Reprogrammed" condition.
- Magnet Mode which causes the Spy Trap to attract itself to the nearest player and stun them.
- Stealth Mode which cloaks the builder provided they are within a 250 unit radius of the Spy Trap.
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