Template:KV BaseTank: Difference between revisions

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(bot-assisted)
 
m (Fixed types)
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:<target_destination> Name of a trigger the specifies the volume in which a player must be to control this tank.
:<target_destination> Name of a trigger the specifies the volume in which a player must be to control this tank.
*'''master'''
*'''master'''
:<string> (Team) Master. 30.
:<target_destination> (Team) Master.
*'''yawrange'''
*'''yawrange'''
:<string> Yaw range.  
:<float> Yaw range.  
*'''yawtolerance'''
*'''yawtolerance'''
:<string> Yaw tolerance.  
:<float> Yaw tolerance.  
*'''pitchrate'''
*'''pitchrate'''
:<string> Pitch rate.  
:<float> Pitch rate.  
*'''pitchrange'''
*'''pitchrange'''
:<string> Pitch range.  
:<float> Pitch range.  
*'''pitchtolerance'''
*'''pitchtolerance'''
:<string> Pitch tolerance.  
:<float> Pitch tolerance.  
*'''barrel'''
*'''barrel'''
:<string> Barrel Length.  
:<float> Barrel Length.  
*'''barrely'''
*'''barrely'''
:<string> Barrel Horizontal.  
:<float> Barrel Horizontal.  
*'''barrelz'''
*'''barrelz'''
:<string> Barrel Vertical.  
:<float> Barrel Vertical.  
*'''spritesmoke'''
*'''spritesmoke'''
:<sprite> Smoke Sprite.  
:<sprite> Smoke Sprite.  
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:<sprite> Flash Sprite.  
:<sprite> Flash Sprite.  
*'''spritescale'''
*'''spritescale'''
:<string> Sprite scale.  
:<float> Sprite scale.  
*'''rotatestartsound'''
*'''rotatestartsound'''
:<sound> Rotate Start Sound.  
:<sound> Rotate Start Sound.  
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:<sound> Rotate Stop Sound.  
:<sound> Rotate Stop Sound.  
*'''firerate'''
*'''firerate'''
:<string> Rate of Fire.  
:<float> Rate of Fire.  
*'''bullet_damage'''
*'''bullet_damage'''
:<string> If set to 0, it'll use the base weapon bullet's damage.
:<integer> If set to 0, it'll use the base weapon bullet's damage.
*'''bullet_damage_vs_player'''
*'''bullet_damage_vs_player'''
:<string> If set to 0, it'll use the Damage Per Bullet value.
:<integer> If set to 0, it'll use the Damage Per Bullet value.
*'''persistence'''
*'''persistence'''
:<string> (Seconds) How long to keep firing at last known position after lose sight of target.
:<float> (Seconds) How long to keep firing at last known position after lose sight of target.
*'''persistence2'''
*'''persistence2'''
:<string> (Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position.
:<float> (Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position.
*'''firespread'''
*'''firespread'''
:<choices> Bullet accuracy.  
:<choices> Bullet accuracy.  
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|}
|}
*'''minRange'''
*'''minRange'''
:<string> Minmum target range.  
:<float> Minmum target range.  
*'''maxRange'''
*'''maxRange'''
:<string> Maximum target range.  
:<float> Maximum target range.  
*'''_minlight'''
*'''_minlight'''
:<string> Minimum light level.  
:<integer> Minimum light level.  
*'''gun_barrel_attach'''
*'''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.
:<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.

Revision as of 23:55, 1 April 2006

Template:Kv targetname

<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.
  • 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