This is a relative to
func_tank
that fires RPG rockets (same as those launched with
weapon_rpg
) instead of bullets. To make it controllable by the player, you'll need a
func_tankcontrols
entity associated with it.
Attributes
- Name (targetname) - Property used to identify entities.
- Target (target) - Every time a shot is fired by the entity, the Target is triggered.
- Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft/Hammer/J.A.C.K. corresponds to Yaw. Sets the direction that the
func_tankrocket
will face at spawn.
- Global Entity Name (globalname) - No effect.
- (Team)Master (master) - The name of a
multisource
(or game_team_master
) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource
.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (renderamt)
- FX Color (rendercolor) - Sets the render colour of the smoke sprite.
- Yaw rate (yawrate) - The speed of the left/right movement of the gun in degrees per second.
- Yaw range (yawrange) - Range of left/right movement in degrees.
- Yaw tolerance (yawtolerance) - Yaw angle offset of aim inside which the gun would fire at players.
- Pitch rate (pitchrate) - The speed of the up/down movement of the gun in degrees per second.
- Pitch range (pitchrange) - Range of up/down movement in degrees.
- Pitch tolerance (pitchtolerance) - Pitch angle offset of aim inside which the gun would fire at players.
- Barrel Length (barrel) - The distance from the center of the origin brush to the tip of the barrel.
- Barrel Horizontal (barrely) - Horizontal distance from the center of the origin brush to the center of the barrel.
- Barrel Vertical (barrelz) - Vertical distance from the center of the origin brush to the center of the barrel.
- Smoke Sprite (spritesmoke) - The smoke sprite to spawn at the end of the barrel when the gun is fired.
- Flash Sprite (spriteflash) - The flash sprite to spawn at the end of the barrel when the gun is fired.
- Sprite Scale (spritescale) - Scale of the sprites that appear at the end of the barrel. 1 is normal, 0.5 is half, etc.
- Rotate Sound (rotatesound)
- Rate of Fire (firerate) - Number of rockets fired per second.
- Firing Persistance (persistance) - For non-player-controlled guns, sets how long in seconds the gun carries on firing after the player has left its range.
- Bullet accuracy (firespread) - How accurate the gun is. Values:
- 0 = perfect shot
- 1 = small cone
- 2 = medium cone
- 3 = large cone
- 4 = extra-large cone
- Minimum target range (minRange) - Minimum range the target can be at for a non-player-controlled gun to fire.
- Maximum target range (maxRange) - Maximum range the target can be at for a non-player-controlled gun to fire.
- Damage per Bullet (bullet_damage) - Not used.
- Minimum light level (_minlight) - The minimum light level the entity will have, even if its initial position in the editor is in a purely dark room. This is a very aggressive value, so even a value of 0.02 will make the entity relatively bright.
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin) - Overrides the position from which the entity will receive its lighting when the map compiles. Useful if the entity doesn't have the correct lighting in-game. This can be used with an
info_null
.
Flags
- Active (1) - If enabled, the gun will be active when the map loads. If not enabled, the gun will need to be triggered to work (if non-player-controlled).
- Only direct (16) - Gun will only fire if the target is in direct line of sight, ignoring the yaw/pitch tolerance values.
- Controllable (32) - If enabled, the gun can be controlled by the player through a
func_tankcontrols
entity.
Notes
- An origin brush must be part of the entity, as the center of rotation.
- The
func_tankrocket
needs to be created facing 0 degrees (to the right in the top (x/y) view). The angle that the weapon faces in-game can be controlled with the compass (Yaw).
- Pitch and Yaw ranges are measured from the Pitch and Yaw set in Pitch Yaw Roll (angles).
- Targeting an
ambient_generic
(with its Not Toggled and Start Silent flags enabled) allows you to give the gun a sound.
- A non-player-controllable gun can be toggled ON or OFF. Alternatively a
trigger_relay
can be used to specifically send an ON or OFF state to activate/deactivate the tank.
- Also, a non-player-controllable gun only targets players, and won't target any monsters.
- For a player-controllable tank, a
func_button
that targets the func_tankrocket
can be used to take control of it remotely instead of func_tankcontrols
. Indeed, any setup with the player as the activator can be used.
- The smoke sprite uses the Render Color (rendercolor) of the
func_tankrocket
.
- Setting the Rate of Fire too high may result in the rockets hitting each other as they leave the barrel, so anything in the vicinity of the gun will be blown to pieces (including the player).
- The
func_tankrocket
doesn't have their own homing laser dot, and you can cheese the rockets with the laser dot from your own weapon_rpg
.
Related pages
It doesn't work in Counter-Strike.