Func tanktrain: Difference between revisions

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m (Template:in code -> Template:code class. Distinguish note with func_tracktrain.)
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{{distinguish|func_tracktrain}}
{{distinguish|func_tracktrain}}
{{base brush|func_tanktrain}} It was meant to be a train that follows a target entity (such as the player). It was never finished and doesn't work correctly.
{{entity|func_tanktrain|type=e2}} It was meant to be a train that follows a target entity (such as the player). It was never finished and doesn't work correctly.


It was meant to be used in combination with a {{ent|tanktrain_ai}} entity.  
It was meant to be used in combination with a {{ent|tanktrain_ai}} entity.  

Revision as of 07:56, 24 January 2023

Not to be confused with func_tracktrain.

Template:Entity It was meant to be a train that follows a target entity (such as the player). It was never finished and doesn't work correctly.

It was meant to be used in combination with a tanktrain_ai entity.

C++ In code, it is represented by theCFuncTankTrainclass, defined in thehl2_dll\tanktrain.cppfile.
Icon-Bug.pngBug:This entity has a hard-coded damage filter and will never die as is not properly configured to take damage in the first place. See the talk page.  [todo tested in ?]

Keyvalues

Health (health) <integer>
Health of the tank.

Template:KV BaseTrain

Flags

Template:Fl BaseTrain

Inputs

Template:I BaseTrain

Outputs

OnDeath
Fired when the tank is killed.
Icon-Bug.pngBug:This entity can never die without code modification. (See talk page)  [todo tested in ?]

Template:O BaseTrain