Tank boss: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added additional keyvalues and screenshots)
Line 1: Line 1:
{{screenshot}}
{{stub}}
{{stub}}
[[File:Tank boss.jpg|thumb|right|The MvM tank.]]
{{tf2 point|tank_boss}}
{{tf2 point|tank_boss}}


Line 6: Line 6:


==Entity description==
==Entity description==
[[File:Tank boss deploying.jpg|thumb|right|The tank deploying its bomb at the hatch.]]
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.
{{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.}}
{{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.}}
Line 14: Line 15:
{{KV|Speed|integer|Speed the tank travels at.}}
{{KV|Speed|integer|Speed the tank travels at.}}
{{KV|Start Disabled|bool|Start disabled.}}
{{KV|Start Disabled|bool|Start disabled.}}
{{KV|TeamNum|choices|Team.}}
{{KV Targetname}}
{{KV Targetname}}
{{KV DistanceFade}}


==Inputs==
==Inputs==
Line 25: Line 28:
{{IO|DestroyIfAtCapturePoint|{{todo|add description}}}}
{{IO|DestroyIfAtCapturePoint|{{todo|add description}}}}
{{IO|AddCaptureDestroyPostfix|{{todo|add description}}}}
{{IO|AddCaptureDestroyPostfix|{{todo|add description}}}}
{{IO|SetTeam|Changes the entity's team.<br/>0: Any<br/>2: Red<br/>3: Blue|param=int}}
{{IO|Ignite|Ignite, burst into flames.}}
{{IO|IgniteLifetime|<code>Ignite</code> with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}}|param=float}}
{{IO|IgniteNumHitboxFires|<code>Ignite</code> with the given number of hitbox fires.|param=integer}}
{{IO|IgniteHitboxFireScale|<code>Ignite</code> with the given hitbox fire scale.|param=float}}
{{I Targetname}}
{{I Targetname}}
{{I EnableDisable}}
{{I EnableDisable}}
{{I Studiomodel}}
{{I Studiomodel}}
{{I DamageFilter}}
{{I RenderFields}}
{{I Parentname}}


==Outputs==
==Outputs==
Line 39: Line 50:
{{IO|OnHealthBelow20Percent|Fired when the tank's health drops below 20 percent.}}
{{IO|OnHealthBelow20Percent|Fired when the tank's health drops below 20 percent.}}
{{IO|OnHealthBelow10Percent|Fired when the tank's health drops below 10 percent.}}
{{IO|OnHealthBelow10Percent|Fired when the tank's health drops below 10 percent.}}
{{O Studiomodel}}
{{O Targetname}}
{{O Targetname}}

Revision as of 14:20, 5 May 2018

Stub

This article or section is a stub. You can help by expanding it.

The MvM tank.

Team Fortress 2 tank_boss is a point entity available in Team Fortress 2 Team Fortress 2.

Icon-Bug.pngBug:Manually spawning this entity can cause the game to crash.  [todo tested in ?]

Entity description

The tank deploying its bomb at the hatch.

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.

Note.pngNote: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

Health ([todo internal name (i)]) <integer>
Health of the tank.
Model ([todo internal name (i)]) <string>
Model the tank uses.
Speed ([todo internal name (i)]) <integer>
Speed the tank travels at.
Start Disabled ([todo internal name (i)]) <boolean>
Start disabled.
TeamNum ([todo internal name (i)]) <choices>
Team.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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 Source 2006), 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.pngNote: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.
Icon-Bug.pngBug:Changes to the tank's health will not be reflected in the HUD until the tank is damaged by a player.  [todo tested in ?]
DestroyIfAtCapturePoint
Todo: add description
AddCaptureDestroyPostfix
Todo: add description
SetTeam <integerRedirectInput/integer>
Changes the entity's team.
0: Any
2: Red
3: Blue
Ignite
Ignite, burst into flames.
IgniteLifetime <floatRedirectInput/float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integerRedirectInput/integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <floatRedirectInput/float>
Ignite with the given hitbox fire scale.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
Studiomodel:
Skin <integerRedirectInput/integer>
Changes the model's skin to the specified number.
SetBodyGroup <integerRedirectInput/integer>
Set the model's body group.
AlternativeSorting <booleanRedirectInput/boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <stringRedirectInput/string> (in all games since Alien Swarm) (also in Source 2013)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
ToggleDraw:
DisableDraw  (in all games since Portal 2)
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since Portal 2)
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.

DamageFilter:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/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 the the movement hierarchy, leaving it free to move independently.

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.
Studiomodel:
OnIgnite
Fired when this object catches fire.