Tank boss: Difference between revisions
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Bug:If there are no path_tracks present in the map, the game will crash.
Bug:Tanks pass through any walls with a transparent texture (grates, glass, etc.) or tool textures but not tools/toolsblack, tools/toolsnodraw and tools/toolsskybox.
Tying the wall into an entity doesn't prevent this. (Except for func_detail.)
Note:When spawned using ent_create, the tank will attempt to travel in a straight line toward the bomb hatch from the point it was spawned at.
Bug:Changes to the tank's health will not be reflected in the HUD until the tank is damaged by a player.
Mikroscopic (talk | contribs) No edit summary |
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified) |
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{{stub}} | {{stub}} | ||
{{ | {{LanguageBar}} | ||
{{CD|CTFTankBoss|nolink=1|file1=tf_tank_boss.cpp}} | |||
[[File:Tank boss.jpg|thumb|right|The MvM tank.]] | |||
[[File: MVMTank_ignoring_transparent_grating.gif | thumb | right | 300px |Tank falling through a grating (gif, needs to be opened to show)]] | |||
{{this is a|model entity|name=tank_boss|game=Team Fortress 2}} | |||
{{bug|hidetested=1|If there are no path_tracks present in the map, the game will crash.}} | |||
{{bug|hidetested=1|Tanks pass through any walls with a transparent texture (grates, glass, etc.) or tool textures but not tools/toolsblack, tools/toolsnodraw and tools/toolsskybox. | |||
Tying the wall into an entity doesn't prevent this. (Except for [[func_detail]].)}} | |||
== Entity description == | |||
[[File:Tank boss deploying.jpg|thumb|right|The tank deploying its bomb at the hatch.]] | |||
==Entity description== | |||
The tank used in Mann vs Machine missions. When spawned in by a popfile, it will start at the [[path_track]] entity specified by the popfile and continue until it reaches the end of the path, where it will deploy the bomb. | The tank used in Mann vs Machine missions. When spawned in by a popfile, it will start at the [[path_track]] entity specified by the popfile and continue until it reaches the end of the path, where it will deploy the bomb. | ||
When destroyed, it creates a [[tank_destruction]] entity. | |||
{{note|When spawned using ent_create, the tank will attempt to travel in a straight line toward the bomb hatch from the point it was spawned at.}} | |||
==Keyvalues== | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Health|integer|Health of the tank.}} | {{KV|Health|integer|Health of the tank.}} | ||
{{KV|Model|string|Model the tank uses.}} | {{KV|Model|string|Model the tank uses.}} | ||
{{KV|Speed|integer|Speed the tank travels at.}} | {{KV|Speed|integer|Speed the tank travels at, higher speeds can cause the tank to clip through geometry.}} | ||
{{KV|Start Disabled|bool|Start disabled.}} | {{KV|Start Disabled|bool|Start disabled.}} | ||
{{KV | {{KV|TeamNum|choices|Team.}} | ||
{{KV DistanceFade}} | |||
==Inputs== | == Inputs == | ||
{{ | {{I|SetSpeed|Set the speed of the tank. Must be a positive value. {{note|High values will cause the tank to have difficulties navigating the path_tracks.}}}} | ||
{{ | {{I|SetHealth|Set the tank's health.}} | ||
{{ | {{I|SetMaxHealth|Set the tank's max health.}} | ||
{{ | {{I|AddHealth|Add health to the tank.}} | ||
{{ | {{I|RemoveHealth|Remove health from the tank.}} | ||
{{bug|Changes to the tank's health will not be reflected in the HUD until the tank is damaged by a player.}} | {{bug|hidetested=1|Changes to the tank's health will not be reflected in the HUD until the tank is damaged by a player.}} | ||
{{ | {{I|DestroyIfAtCapturePoint|Destructs the tank if it reached its final path_track node.}} | ||
{{ | {{I|AddCaptureDestroyPostfix|Sets the tank's destruction animation name's postfix. Can be used for these}} [https://www.youtube.com/watch?v=S8Vt37DRQhI destruction animations.] | ||
{{I | {{I|SetTeam|Changes the entity's team.<br/>0: Any<br/>2: Red<br/>3: Blue|param=int}} | ||
{{I | {{I|Ignite|Ignite, burst into flames.}} | ||
{{I | {{I|IgniteLifetime|<code>Ignite</code> with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}}|param=float}} | ||
{{I|IgniteNumHitboxFires|<code>Ignite</code> with the given number of hitbox fires.|param=integer}} | |||
{{I|IgniteHitboxFireScale|<code>Ignite</code> with the given hitbox fire scale.|param=float}} | |||
==Outputs== | == Outputs == | ||
{{ | {{O|OnHealthBelow90Percent|Fired when the tank's health drops below 90 percent.}} | ||
{{ | {{O|OnHealthBelow80Percent|Fired when the tank's health drops below 80 percent.}} | ||
{{ | {{O|OnHealthBelow70Percent|Fired when the tank's health drops below 70 percent.}} | ||
{{ | {{O|OnHealthBelow60Percent|Fired when the tank's health drops below 60 percent.}} | ||
{{ | {{O|OnHealthBelow50Percent|Fired when the tank's health drops below 50 percent.}} | ||
{{ | {{O|OnHealthBelow40Percent|Fired when the tank's health drops below 40 percent.}} | ||
{{ | {{O|OnHealthBelow30Percent|Fired when the tank's health drops below 30 percent.}} | ||
{{ | {{O|OnHealthBelow20Percent|Fired when the tank's health drops below 20 percent.}} | ||
{{ | {{O|OnHealthBelow10Percent|Fired when the tank's health drops below 10 percent.}} | ||
{{O | {{O|OnKilled|Fired when the tank's health drops to 0.}} | ||
{{O Studiomodel}} |
Latest revision as of 07:15, 20 May 2025


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CTFTankBoss |
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tank_boss
is a model entity available in Team Fortress 2.


Entity description
The tank used in Mann vs Machine missions. When spawned in by a popfile, it will start at the path_track entity specified by the popfile and continue until it reaches the end of the path, where it will deploy the bomb. When destroyed, it creates a tank_destruction entity.

Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Speed ([todo internal name (i)]) <integer>
- Speed the tank travels at, higher speeds can cause the tank to clip through geometry.
- TeamNum ([todo internal name (i)]) <choices>
- Team.
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Inputs
- SetSpeed
- Set the speed of the tank. Must be a positive value.
Note:High values will cause the tank to have difficulties navigating the path_tracks.
- SetHealth
- Set the tank's health.
- SetMaxHealth
- Set the tank's max health.
- AddHealth
- Add health to the tank.
- RemoveHealth
- Remove health from the tank.

- DestroyIfAtCapturePoint
- Destructs the tank if it reached its final path_track node.
- AddCaptureDestroyPostfix
- Sets the tank's destruction animation name's postfix. Can be used for these destruction animations.
- SetTeam <integer >
- Changes the entity's team.
0: Any
2: Red
3: Blue
- Ignite
- Ignite, burst into flames.
- IgniteLifetime <float >
Ignite
with the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer >
Ignite
with the given number of hitbox fires.
- IgniteHitboxFireScale <float >
Ignite
with the given hitbox fire scale.
Outputs
- OnHealthBelow90Percent
- Fired when the tank's health drops below 90 percent.
- OnHealthBelow80Percent
- Fired when the tank's health drops below 80 percent.
- OnHealthBelow70Percent
- Fired when the tank's health drops below 70 percent.
- OnHealthBelow60Percent
- Fired when the tank's health drops below 60 percent.
- OnHealthBelow50Percent
- Fired when the tank's health drops below 50 percent.
- OnHealthBelow40Percent
- Fired when the tank's health drops below 40 percent.
- OnHealthBelow30Percent
- Fired when the tank's health drops below 30 percent.
- OnHealthBelow20Percent
- Fired when the tank's health drops below 20 percent.
- OnHealthBelow10Percent
- Fired when the tank's health drops below 10 percent.
- OnKilled
- Fired when the tank's health drops to 0.
Studiomodel:
- OnIgnite
- Fired when this object catches fire.