Func tankmortar: Difference between revisions

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(That map is the Nexus building map, ergo this entity is the suppression device fire, kill me if I'm wrong.)
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==Entity Description==
==Entity Description==
This entity acts as a weapons emplacement that is both NPC and player controllable. It fires what appears to be an ion beam cannon. This is the weapon that is used against the player in the map d3_c17_10a.
This entity is the fire from the "suppression device" on top of the [[Nexus Building|Nexus building]] in [[Half-Life 2]] (used against the player in the map d3_c17_10a).
It acts as a weapons emplacement that is both NPC and player controllable, firing what appears to be an ion beam.


==Availability==
==Availability==

Revision as of 23:43, 1 April 2006

Template:Wrongtitle

Entity Description

This entity is the fire from the "suppression device" on top of the Nexus building in Half-Life 2 (used against the player in the map d3_c17_10a). It acts as a weapons emplacement that is both NPC and player controllable, firing what appears to be an ion beam.

Availability

Template:In game Template:Game Template:In code

Keyvalues

<Integer> Explosion Magnitude.
  • firedelay
<string> How long after the turret fires before the shell impacts.
  • firestartsound
<sound> Sound of the mortar firing.
  • fireendsound
<sound> Firing end sound.
  • incomingsound
<sound> Sound of the shell falling on the target.
  • warningtime
<float> How long before the shell impacts to play the warning sound.
  • firevariance
<float> How much variability to add to fire rate (time +-).

Flags

Inputs

  • {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTank inputs |

Activate
Turn the tank on.
Deactivate
Turn the tank off (go dormant).
SetFireRate <floatRedirectInput/float>
How fast to fire (0 = don't fire).
SetDamage <integerRedirectInput/integer>
Set the Damage Per Bullet keyvalue.
SetTargetPosition <vectorRedirectInput/Vector>
World position (coordinates) that to aim at
SetTargetDir <vectorRedirectInput/Vector>
Direction (pitch yaw roll) to aim at.
SetTargetEntityName <targetnameRedirectInput/string>
"Set the entity I should follow/attack to the closest entity matching this name."[Clarify]
SetTargetEntity <entity>
"Set the entity I should follow/attack to the passed in entity. This requires an output which passes an entity through the output."[Clarify]
ClearTargetEntity
Clear the entity memory of any targets it was told to attack.
FindNPCToManTank <stringRedirectInput/string>
Find a nearby capable NPC to man this tank.
StartFindingNPCs
Start searching for capable NPCs to man this tank.
StopFindingNPCs
Stop searching for capable NPCs to man this tank.
ForceNPCOff
Force the NPC manning this tank (if any) to leave.
SetMaxRange <floatRedirectInput/float>
Set the max range of the tank.
Confirm:Maximum distance a shot can go?

|}

  • FireAtWill
Allow tank to fire next shot as soon as ready.

Outputs

  • {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTank outputs |

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
DO NOT USE. Exists in code, but never coded to fire at any point.
OnGotController
Fires when an NPC starts to control this tank. Players do NOT fire this input.
OnGotPlayerController
Fires when a Player starts to control this tank. NPCs do NOT fire this input.
OnLostController
Fires when the NPC controller of the tank stops controlling it. Players 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 spawns, or is done waiting to fire between rounds. Useful for playing a reloading/charging/searching sound possibly.

|}