Func tankpulselaser: Difference between revisions
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Bug:The WAV which is meant to be played when the laser finds its target and/or ricochets off of a surface is missing, therefore a default bullet sound is played. (These missing WAVs can be found in the Half-Life 2 Leak, however.) The console will address the names of the missing WAVs when fired. [todo tested in ?]
Note:Archived page history
Important:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.
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{{lang|Func tankpulselaser}} | {{lang|Func tankpulselaser}}{{this is a|e2|game1=Portal|game2=Portal 2|game3=Counter-Strike: Global Offensive|name=func_tankpulselaser|game=Half-Life 2}} This entity fires a laser sprite at a specific speed. The laser can set things on fire, although it appears certain NPCs cannot catch on fire (Combine Soldiers, Alyx, among others). | ||
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{{bug|The WAV which is meant to be played when the laser finds its target and/or ricochets off of a surface is missing, therefore a default bullet sound is played. (These missing WAVs can be found in the Half-Life 2 Leak, however.) The console will address the names of the missing WAVs when fired.}} | {{bug|The WAV which is meant to be played when the laser finds its target and/or ricochets off of a surface is missing, therefore a default bullet sound is played. (These missing WAVs can be found in the Half-Life 2 Leak, however.) The console will address the names of the missing WAVs when fired.}} |
Revision as of 06:00, 7 January 2024


func_tankpulselaser
is an e2 available in Half-Life 2,
Portal,
Portal 2, and
Counter-Strike: Global Offensive. This entity fires a laser sprite at a specific speed. The laser can set things on fire, although it appears certain NPCs cannot catch on fire (Combine Soldiers, Alyx, among others).

Flags
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Keyvalues
- Pulse Width (PulseWidth) ([todo internal name (i)]) <float>
- Width of the pulse. The sprite for the laser is laser.vmt, therefore smaller widths are encouraged.
- Pulse Fire Sound (PulseFireSound) ([todo internal name (i)]) <sound>
- Sound played when pulse fires. Sounds may be cut partway through if firing rapidly. Does not loop after ammo has run out or use of entity has stopped.
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Please use {{Brush rendering note}} instead.
You can help our editors by replacing or deleting this template on the Pages that use this template. Once no more pages use this template, it should be Marked for deletion.


Inputs
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- SetDamageFilter <targetname >
- Sets a filter for this entity for when it receives damage.
- EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
- DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
Todo: move/mention at proper place
Outputs
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