Template:KV BaseTank
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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