Template:KV BaseTank

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Revision as of 01:23, 14 June 2011 by Barracuda (talk | contribs) (Getting rid of some todo's. I don't think they'll ever be described properly by anyone here.)
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BaseTank:
Control Volume ([todo internal name (i)]) <targetname>
Name of a trigger the specifies the volume in which a player must be to control this tank.
(Team) Master ([todo internal name (i)]) <string>
(Team) Master
Yaw rate ([todo internal name (i)]) <string>
Yaw rate
Yaw range ([todo internal name (i)]) <string>
Yaw range
Yaw tolerance ([todo internal name (i)]) <string>
Yaw tolerance
Pitch rate ([todo internal name (i)]) <string>
Pitch rate
Pitch range ([todo internal name (i)]) <string>
Pitch range
Pitch tolerance ([todo internal name (i)]) <string>
Pitch tolerance
Barrel Length ([todo internal name (i)]) <string>
Barrel Length
Barrel Horizontal ([todo internal name (i)]) <string>
Barrel Horizontal
Barrel Vertical ([todo internal name (i)]) <string>
Barrel Vertical
Smoke Sprite ([todo internal name (i)]) <sprite>
Smoke Sprite
Flash Sprite ([todo internal name (i)]) <sprite>
Flash Sprite
Sprite scale ([todo internal name (i)]) <string>
Sprite scale
Rotate Start Sound ([todo internal name (i)]) <sound>
Rotate Start Sound
Rotate Loop Sound ([todo internal name (i)]) <sound>
Rotate Loop Sound
Rotate Stop Sound ([todo internal name (i)]) <sound>
Rotate Stop Sound
Rate of Fire ([todo internal name (i)]) <string>
Rate of Fire
Damage Per Bullet ([todo internal name (i)]) <string>
If set to 0, it'll use the base weapon bullet's damage.
Damage Per Bullet Vs Player ([todo internal name (i)]) <string>
If set to 0, it'll use the Damage Per Bullet value.
Firing persistence ([todo internal name (i)]) <string>
(Seconds) How long to keep firing at last known position after lose sight of target
Firing persistence2 ([todo internal name (i)]) <string>
(Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position
Bullet accuracy ([todo internal name (i)]) <choices>
  • 0 : Perfect Shot
  • 1 : Small cone
  • 2 : Medium cone
  • 3 : Large cone
  • 4 : Extra-large cone
Minmum target range ([todo internal name (i)]) <string>
Maximum target range ([todo internal name (i)]) <string>
Minimum light level ([todo internal name (i)]) <string>
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 + 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 ([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 + 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 ([todo internal name (i)]) <float>
The center pitch pose parameter of the gun on the parent
Ammunition Count ([todo internal name (i)]) <integer>
Only applies to player use. -1 = unlimited ammo.
Lead Target ([todo internal name (i)]) <boolean>
NPC Man Point ([todo internal name (i)]) <targetname>
Point where NPC must stand to man this func_tank.
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's under this distance from the func_tank.
Player Lock Time ([todo internal name (i)]) <float>
The tank must have the player as a target for this amount of time before it's allowed to fire.
Effect Handling ([todo internal name (i)]) <choices>
  • 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 or target).
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
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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