func_tank (Half-Life) Last edited 11 years ago2008-05-04 03:44:32 UTC by Penguinboy Penguinboy

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Brush Entity

This entity allows you to create a controllable or automatic gun turret.

Attributes

[list]
[li]0 = Normal [li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: [li]Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.[/li]
[li]FX Amount (renderamt)[/li]
[li]FX Color (rendercolor)[/li]
[li]Global Entity Name (globalname)[/li]
[li](Team)Master (master)[/li]
[li]Yaw rate (yawrate) - The speed of the left/right movement of the gun.[/li]
[li]Yaw range (yawrange) - Range of left/right movement in degrees.[/li]
[li]Yaw tolerance (yawtolerance)[/li]
[li]Pitch rate (pitchrate) - The speed of the up/down movement of the gun.[/li]
[li]Pitch range (pitchrange) - Range of up/down movement in degrees.[/li]
[li]Barrel Length (barrel) - The distance from the center of the origin brush to the tip of the barrel.[/li]
[li]Barrel Horizontal (barrely) - Horizontal distance from the center of the origin brush to the center of the Barrel.[/li]
[li]Barrel Vertical (barrelz) - Vertical distance from the center of the origin brush to the center of the Barrel.[/li]
[li]Smoke Sprite (spritesmoke) - The sprite that will be shown at the end of the barrel when the gun is fired.[/li]
[li]Flash Sprite (spriteflash) - The sprite that will be shown at the end of the barrel when the gun is fired.[/li]
[li]Sprite Scale (spritescale) - Scale of the sprites that appear at the end of the barrel. 1 is normal, 0.5 is half, etc.[/li]
[li]Rotate Sound (rotatesound)[/li]
[li]Rate of Fire (firerate) - Number of bullets fired per second.[/li]
[li]Damage per Bullet (bullet_damage) - Default is 0, so if you want it to kill things you must enter something.[/li]
[li]Firing Persistance (persistance) - Used by non-player-controlled guns to determine for how long the gun carries on firing after the player has left its range.[/li]
[li]Bullet accuracy (firespread) - How accurate the gun is. Values: <BR>
0 = perfect shot<BR>
1 = small cone<BR>
2 = medium cone<BR>
3 = large cone<BR>
4 = extra-large cone[/li]
[li]Minimum target range (minRange) - Minimum range the target can be at for a non-player-controlled gun to fire.[/li]
[li]Maximum target range (maxRange) - Maximum range the target can be at for a non-player-controlled gun to fire.[/li]
[li]Minimum light level (_minlight)[/li]
[li]ZHLT Lightflags (zhlt_lightflags)[/li]
[li]Light Origin Target (light_origin)[/li]
[li]Bullets (bullet) - Projectile type: <BR>
0 = none<BR>
1 = 9mm<BR>
2 = MP5<BR>
3 = 12mm[/li]
[/list]

Flags

Inputs

Outputs

Notes

1 Comment

Commented 5 years ago2014-08-14 15:32:45 UTC Comment #101138
If created as point entity, can be set as model (.mdl file, not brush).

Just create somewhere "cycler" with that model (so it can precache the model). Then create random point entity and change its class to func_tank. With SmartEdit off add two keys to it - "model" with value that is path of model (just like in cycler), and "origin" with value of coordinates (X Y Z).

Vuoala, you have some badass looking gun (tank) ;)

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