Func tankmortar: Difference between revisions
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Bug: Mortar damage is hardcoded within Source, and as such cannot be changed via entity parameters. [todo tested in ?]
Note: In
Half-Life: Source this entity is very different from other games. On shoot it creates trace line at the end of which forming explosion. Using for some tanks and for guns in c2a5f and c2a5e.
Note: ar2explosion use mortar when it shoot, this entity is not in
Black Mesa, that means some effects may missed, also console warn about this.
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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{{tabs|func_tankmortar|goldsrc=1|source=1|main=source}} | |||
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[[File:Suppressor 1.jpg|300px|thumb|right]] | [[File:Suppressor 1.jpg|300px|thumb|right]] |
Revision as of 06:12, 12 February 2024


Not to be confused with npc_combine_cannon (An unused Episode Two entity).
func_tankmortar
is an e2 available in Half-Life 2,
Portal,
Portal 2,
Counter-Strike: Global Offensive, and
Black Mesa. This is the Suppression Device on top of the Nexus Building from d3_c17_10a in the chapter "Follow Freeman!" of HL2. The shot will be fired at the exact spot the operator is looking. Note that the operator can potentially be hit by their own shots.





Flags
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Keyvalues
- Shell travel time (firedelay) ([todo internal name (i)]) <string>
- How long after the turret fires before the shell impacts.
- Firing start sound (firestartsound) ([todo internal name (i)]) <sound>
- Sound when mortar begins firing.
- Incoming Shell Sound (incomingsound) ([todo internal name (i)]) <sound>
- Sound of the shell falling on the target.
- Incoming warning time (warningtime) ([todo internal name (i)]) <float>
- How long before the shell impacts to play the warning sound.
- Fire time variance (firevariance) ([todo internal name (i)]) <float>
- Shots will fire between this much sooner and this much later. Must be greater than 0.09 for unknown reasons.
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Inputs
- ShootGun !FGD
- Shoot the gun.
- FireAtWill
- Allow tank to fire the next shot as soon as it's ready.
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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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