Template:KV BaseTank: Difference between revisions
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m (Getting rid of some todo's. I don't think they'll ever be described properly by anyone here.) |
(Added descriptions for all these. Not difficult to do.) |
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{{ScrollBox|title=BaseTank| | {{ScrollBox|title=BaseTank| | ||
{{KV|Control Volume|target_destination|Name of a trigger the | {{KV|Control Volume|target_destination|Name of a trigger the player must be inside to control the tank.}} | ||
{{KV|(Team) Master|string|(Team) Master}} | {{KV|(Team) Master|string|(Team) Master}} | ||
{{KV|Yaw rate|string| | {{KV|Yaw rate|string|How fast tank can look left or right.}} | ||
{{KV|Yaw range|string| | {{KV|Yaw range|string|How far tank can turn left or right.}} | ||
{{KV|Yaw tolerance|string|Yaw tolerance}} | {{KV|Yaw tolerance|string|Additional left-right range. If the gun tries to turn beyond '''Yaw range + Yaw tolerance''', the gun will snap back to the maximum '''Yaw range'''.}} | ||
{{KV|Pitch rate|string| | {{KV|Pitch rate|string|How fast tank can look up or down}} | ||
{{KV|Pitch range|string| | {{KV|Pitch range|string|How far tank can turn up or down}} | ||
{{KV|Pitch tolerance|string|Pitch tolerance}} | {{KV|Pitch tolerance|string|Additional up-down range. If the gun tries to turn beyond '''Pitch range + Pitch tolerance''', the gun will snap back to the maximum '''Pitch range'''.}} | ||
{{KV|Barrel Length|string| | {{KV|Barrel Length|string|Solid length of the tank barrel. Any part of the barrel beyond this length may clip through objects.}} | ||
{{KV|Barrel Horizontal|string| | {{KV|Barrel Horizontal|string|How wide the barrel is, horizontally.}}} | ||
{{KV|Barrel Vertical|string| | {{KV|Barrel Vertical|string|How wide the barrel is, vertically.}} | ||
{{KV|Smoke Sprite|sprite|Smoke | {{KV|Smoke Sprite|sprite|Smoke sprite to emit when gun fires. {{bug|Transparency may not work.}}}} | ||
{{KV|Flash Sprite|sprite|Flash | {{KV|Flash Sprite|sprite|Flash sprite to emit when gun fires.}} | ||
{{KV|Sprite scale|string|Sprite scale}} | {{KV|Sprite scale|string|Sprite scale for both sprites above.}} | ||
{{KV|Rotate Start Sound|sound| | {{KV|Rotate Start Sound|sound|Sound to play when tank starts to turn.}} | ||
{{KV|Rotate Loop Sound|sound| | {{KV|Rotate Loop Sound|sound|Sound to play when tank is turning.}} | ||
{{KV|Rotate Stop Sound|sound| | {{KV|Rotate Stop Sound|sound|Sound to play when tank stops turning.}} | ||
{{KV|Rate of Fire|string| | {{KV|Rate of Fire|string|Number of bullets to fire in a second.}} | ||
{{KV|Damage Per Bullet|string|If | {{KV|Damage Per Bullet|string|How much a single bullet hurts everything except the player. If <code>0</code>, takes amount from the type of bullet/damage.}} | ||
{{KV|Damage Per Bullet Vs Player|string|If | {{KV|Damage Per Bullet Vs Player|string|How much a single bullet hurts the player only. If <code>0</code>, takes amount from the type of bullet/damage.}} | ||
{{KV|Firing persistence|string| | {{KV|Firing persistence|string|How many seconds to keep firing at target's last known position after losing [[LOS]] (for NPCs).}} | ||
{{KV|Firing persistence2|string| | {{KV|Firing persistence2|string|After '''Firing persistence''' is over, how many seconds to periodically fire at target's last known position (for NPCs).}} | ||
{{KV|Bullet accuracy|choices}} | {{KV|Bullet accuracy|choices|How accurately the gun can fire.}} | ||
:* 0 : Perfect Shot | :* 0 : Perfect Shot | ||
:* 1 : Small cone | :* 1 : Small cone | ||
Line 28: | Line 28: | ||
:* 3 : Large cone | :* 3 : Large cone | ||
:* 4 : Extra-large cone | :* 4 : Extra-large cone | ||
{{KV| | {{KV|Minimum target range|string|Minimum range to target something (for NPCs). If a target is closer than this amount, the NPC will probably switch to any weapon they have on them.}} | ||
{{KV|Maximum target range|string}} | {{KV|Maximum target range|string|Maximum range to target something (for NPCs). {{confirm|This may actually be the distance for aim assistance instead?}}}} | ||
{{KV|Minimum light level|string}} | {{KV|Minimum light level|string|Minimum amount of light this entity should receive.}} | ||
{{KV|Gun Base Attachment|string|If Parent is specified, this is the attachment point on the parent to aim from.}} | {{KV|Gun Base Attachment|string|If '''Parent''' is specified, this is the attachment point on the parent to aim from.}} | ||
{{KV|Gun Barrel Attachment|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.}} | {{KV|Gun Barrel Attachment|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.}} | ||
{{KV|Gun Yaw Pose Param|string|If Parent | {{KV|Gun Yaw Pose Param|string|If '''Parent''' and '''Gun Pitch Pose Param''' are specified, then the gun itself will be invisible and the tank will steer a gun on the parent using the pose parameters.}} | ||
{{KV|Gun Yaw Pose Center|float|The center yaw pose parameter of the gun on the parent}} | {{KV|Gun Yaw Pose Center|float|The center yaw pose parameter of the gun on the parent.}} | ||
{{KV|Gun Pitch Pose Param|string|If Parent | {{KV|Gun Pitch Pose Param|string|If '''Parent''' and '''Gun Yaw Pose Param''' are specified, then the gun itself will be invisible and the tank will steer a gun on the parent using the pose parameters.}} | ||
{{KV|Gun Pitch Pose Center|float|The center pitch pose parameter of the gun on the parent}} | {{KV|Gun Pitch Pose Center|float|The center pitch pose parameter of the gun on the parent.}} | ||
{{KV|Ammunition Count|integer| | {{KV|Ammunition Count|integer|Amount of ammo when ''player'' is using. -1 {{=}} unlimited ammo.}} | ||
{{KV|Lead Target|boolean}} | {{KV|Lead Target|boolean|Aim ahead to hit moving targets (for NPCs).}} | ||
{{KV|NPC Man Point|target_destination|Point where NPC must stand to | {{KV|NPC Man Point|target_destination|Point where NPC must stand to use.}} | ||
{{KV|Post-NPC Attack Grace Period|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.}} | {{KV|Post-NPC Attack Grace Period|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.}} | ||
{{KV|Ignore Grace Upto|float|The player grace period is ignored if the player | {{KV|Ignore Grace Upto|float|The player grace period is ignored if the player is under this distance from the tank.}} | ||
{{KV|Player Lock Time|float|The tank must | {{KV|Player Lock Time|float|The tank must be aiming right on the player for this amount of time before it's allowed to fire.}} | ||
{{KV|Effect Handling|choices}} | {{KV|Effect Handling|choices|Produce these sound and particle effects when firing.}} | ||
:* 0 : Use Individual Settings. | :* 0 : Use Individual Settings. | ||
:* 1 : AR2 | :* 1 : AR2 |
Revision as of 19:41, 13 June 2018
BaseTank:
- Control Volume ([todo internal name (i)]) <targetname>
- Name of a trigger the player must be inside to control the tank.
- Yaw tolerance ([todo internal name (i)]) <string>
- Additional left-right range. If the gun tries to turn beyond Yaw range + Yaw tolerance, the gun will snap back to the maximum Yaw range.
- Pitch tolerance ([todo internal name (i)]) <string>
- Additional up-down range. If the gun tries to turn beyond Pitch range + Pitch tolerance, the gun will snap back to the maximum Pitch range.
- Barrel Length ([todo internal name (i)]) <string>
- Solid length of the tank barrel. Any part of the barrel beyond this length may clip through objects.
- Smoke Sprite ([todo internal name (i)]) <sprite>
- Smoke sprite to emit when gun fires.
Bug:Transparency may not work. [todo tested in ?]
- Damage Per Bullet ([todo internal name (i)]) <string>
- How much a single bullet hurts everything except the player. If
0
, takes amount from the type of bullet/damage.
- Damage Per Bullet Vs Player ([todo internal name (i)]) <string>
- How much a single bullet hurts the player only. If
0
, takes amount from the type of bullet/damage.
- Firing persistence ([todo internal name (i)]) <string>
- How many seconds to keep firing at target's last known position after losing LOS (for NPCs).
- Firing persistence2 ([todo internal name (i)]) <string>
- After Firing persistence is over, how many seconds to periodically fire at target's last known position (for NPCs).
- Bullet accuracy ([todo internal name (i)]) <choices>
- How accurately the gun can fire.
- 0 : Perfect Shot
- 1 : Small cone
- 2 : Medium cone
- 3 : Large cone
- 4 : Extra-large cone
- Minimum target range ([todo internal name (i)]) <string>
- Minimum range to target something (for NPCs). If a target is closer than this amount, the NPC will probably switch to any weapon they have on them.
- Maximum target range ([todo internal name (i)]) <string>
- Maximum range to target something (for NPCs).
Confirm:This may actually be the distance for aim assistance instead?
- Minimum light level ([todo internal name (i)]) <string>
- Minimum amount of light this entity should receive.
- Gun Base Attachment ([todo internal name (i)]) <string>
- If Parent is specified, this is the attachment point on the parent to aim from.
- Gun Barrel Attachment ([todo internal name (i)]) <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 ([todo internal name (i)]) <string>
- If Parent and Gun Pitch Pose Param are specified, then the gun itself will be invisible and the tank will steer a gun on the parent using the pose parameters.
- Gun Yaw Pose Center ([todo internal name (i)]) <float>
- The center yaw pose parameter of the gun on the parent.
- Gun Pitch Pose Param ([todo internal name (i)]) <string>
- If Parent and Gun Yaw Pose Param are specified, then the gun itself will be invisible and the tank will steer a gun on the parent using the pose parameters.
- Gun Pitch Pose Center ([todo internal name (i)]) <float>
- The center pitch pose parameter of the gun on the parent.
- Ammunition Count ([todo internal name (i)]) <integer>
- Amount of ammo when player is using. -1 = unlimited ammo.
- NPC Man Point ([todo internal name (i)]) <targetname>
- Point where NPC must stand to use.
- Post-NPC Attack Grace Period ([todo internal name (i)]) <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.
- Ignore Grace Upto ([todo internal name (i)]) <float>
- The player grace period is ignored if the player is under this distance from the tank.
- Player Lock Time ([todo internal name (i)]) <float>
- The tank must be aiming right on the player for this amount of time before it's allowed to fire.
- Effect Handling ([todo internal name (i)]) <choices>
- Produce these sound and particle effects when firing.
- 0 : Use Individual Settings.
- 1 : AR2
- 2 : Combine Cannon
- 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
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once