func_tankphyscannister

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Contents

Entity Description

A brush entity that sets off a physics_cannister within a specified trigger volume.

Availability

This brush-based entity is available in: HL2. In code it is represented by class CFuncTankPhysCannister, defined in hl2_dll\func_tank.cpp.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Origin:

Origin <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
  • Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.
  • Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
  • control_volume
<target_destination> Name of a trigger the specifies the volume in which a player must be to control this tank.
  • master
<target_destination> (Team) Master.
  • yawrange
<float> Yaw range.
  • yawtolerance
<float> Yaw tolerance.
  • pitchrate
<float> Pitch rate.
  • pitchrange
<float> Pitch range.
  • pitchtolerance
<float> Pitch tolerance.
  • barrel
<float> Barrel Length.
  • barrely
<float> Barrel Horizontal.
  • barrelz
<float> Barrel Vertical.
  • spritesmoke
<sprite> Smoke Sprite.
  • spriteflash
<sprite> Flash Sprite.
  • spritescale
<float> Sprite scale.
  • rotatestartsound
<sound> Rotate Start Sound.
  • rotatesound
<sound> Rotate Loop Sound.
  • rotatestopsound
<sound> Rotate Stop Sound.
  • firerate
<float> Rate of Fire. Number of bullets fired before the tank pauses.
  • bullet_damage
<integer> If set to 0, it'll use the base weapon bullet's damage.
  • bullet_damage_vs_player
<integer> If set to 0, it'll use the Damage Per Bullet value.
  • persistence
<float> (Seconds) How long to keep firing at last known position after lose sight of target.
  • persistence2
<float> (Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position.
  • firespread
<choices> Bullet accuracy.
Literal value Description
0 Perfect Shot
1 Small cone
2 Medium cone
3 Large cone
4 Extra-large cone
  • minRange
<float> Minmum target range.
  • maxRange
<float> Maximum target range.
  • _minlight
<integer> Minimum light level.
  • gun_barrel_attach
<string> If Parent is specified, this is the attachment point on the parent to fire from. If you specify this, you'll want to specify the Gun Base Attachment too.
  • gun_yaw_pose_param
<string> If Parent + the Gun Pitch Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters.
  • gun_yaw_pose_center
<float> The center yaw pose parameter of the gun on the parent.
  • gun_pitch_pose_param
<string> If Parent + the Gun Yaw Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters.
  • gun_pitch_pose_center
<float> The center pitch pose parameter of the gun on the parent.
  • ammo_count
<integer> Only applies to player use. -1 = unlimited ammo.
  • LeadTarget
<choices> Lead Target.
Literal value Description
0 No
1 Yes
  • npc_man_point
<target_destination> Point where NPC must stand to man this func_tank.
  • playergraceperiod
<float> If specified, NPC's manning this func tank won't fire at the player, after firing at a non-player, for this amount of time.
  • ignoregraceupto
<float> The player grace period is ignored if the player's under this distance from the func_tank.
  • playerlocktimebeforefire
<float> The tank must have the player as a target for this amount of time before it's allowed to fire.
  • effecthandling
<choices> Effect Handling.
Literal value Description
0 Use Individual Settings.
1 AR2
2 Combine Cannon
  • barrel_volume
<target_destination> Name of a trigger the specifies the volume in which cannisters must be placed.

Flags

  • 1 : Active
  • 16 : Only Direct
  • 32 : Controllable
  • 64 : Damage Kick
  • 1024 : NPC Controllable
  • 2048 : NPC Set Controller
  • 4096 : Allow friendlies to hit player
  • 32768 : Non-solid.
  • 131072 : Cheat when shooting player
Every third shot is direct hit

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.
  • Activate
Turn the tank on
  • Deactivate
Turn the tank off (go dormant)
  • SetFireRate <string>
How fast to fire (0 = don't fire)
  • SetDamage <string>
Set the Damage Per Bullet
  • SetTargetPosition <string>
World position that I should aim at
  • SetTargetDir <vector>
Direction to aim at.
  • SetTargetEntityName <target_destination>
Name of entity I should follow/attack
Entity I should follow/attack (output from other entity only To do: really?)
  • ClearTargetEntity
Clear the entity I should be attacking.
  • FindNPCToManTank <string>
Find a nearby NPC to man this func_tank.
  • StartFindingNPCs
Start searching for NPCs to man this func_tank.
  • StopFindingNPCs
Stop searching for NPCs to man this func_tank.
  • ForceNPCOff
Force the NPC manning this func_tank (if any) to leave.
  • SetMaxRange <float>
Set the max range of the func_tank.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnFire
Fires when the tank fires its bullets
  • OnAquireTarget
Fires when target is newly in range and can be shot
  • OnLoseTarget
Fires when when target goes out of range
  • OnAmmoDepleted
Fires when tank runs out of ammo
  • OnGotController
Fires when an NPC starts to control this tank. Players do NOT fire this input.
  • OnLostController
Fires when the NPC controller of the tank stops controlling it. Players do NOT fire this input.
  • OnGotPlayerController
Fires when a Player starts to control this tank. NPCs do NOT fire this input.
  • OnLostPlayerController
Fires when the Player controller of the tank stops controlling it. NPCs do NOT fire this input.
  • OnReadyToFire
Fires once when the tank is done waiting to fire between rounds
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