func_tankmortar
Last edited 4 years ago2020-06-03 11:44:50 UTC
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Brush EntityThis is basically mortar-firing
func_tank. Most commonly used for 'real' tanks. 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) - When an entity is activated, it triggers the entity with the name specified by Target.
- 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)
- Global Entity Name (globalname)
- Yaw rate (yawrate) - The speed of left/right movement of the gun.
- Yaw range (yawrange) - Range of left/right movement in degrees.
- Yaw tolerance (yawtolerance)
- Pitch rate (pitchrate) - The speed of up/down movement of the gun.
- Pitch range (pitchrange) - Range of up/down movement in degrees.
- 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 sprite that will be shown at the end of the barrel when the gun is fired.
- Flash Sprite (spriteflash) - The sprite that will be shown 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 bullets fired per second.
- Damage per Bullet (bullet_damage) - Default is 0, so if you want it to kill things you must enter something.
- 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.
- Bullet accuracy (firespread) - values:
- 0 = perfect shot
- 1 = small cone
- 2 = medium cone
- 3 = large cone
- 4 = extra-large cone
- 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.
- Minimum light level (_minlight) - The minimum light level the train 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 train doesn't have the correct lighting in-game. This can be used with an info_target.
- Explosion Magnitude (iMagnitude) - The size of the explosion produced when the round hits its target.
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) - Laser will only fire if the target is in direct line of sight (when non-player-controlled).
- Controllable (32) - If enabled, the gun can be controlled by the player through a func_tankcontrols entity.
Notes
- The func_tankmortar 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).
- Targetting an ambient_generic (with its Not Toggled and Start Silent flags enabled) allows you to give the gun a sound.
- Doesn't fire a visible projectile. Contact is instant after firing. If you want it to fire an actual RPG projectile, use a func_tankrocket instead.
- If you want a shake effect when the gun fires, use an env_shake. Giving it the same name as the ambient_generic used for sound makes the func_tankmortar target both.
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