Func tank

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Entity Description

A brush entity that functions as a gun turret.

Availability

Template:In game Template:Game Template:In code

Keyvalues

<choices> Bullets. Template:Ep1 add. If you are mapping for HL2, and don't see this keyvalue, it's probably because you updated hammer for Episode 1. Simply add it in manually without SmartEdit. This keyvalue must be used with HL2.
Literal value Description
0 None
1 Pistol
2 SMG1
3 AR2
4 Laser
<choices> Ammo type. Cannot be used with HL2 (see above).
Literal Value Description
None
Pistol Pistol
SMG1 SMG1
AR2 AR2
CombineHeavyCannon Combine Heavy Cannon

Flags

  • Template:Fl basetank
  • 8192 : Ignore range when making viewcone checks
  • 256 : Aiming Assistance (Player Only)

Inputs

  • {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTank inputs |

Activate
Turn the tank on.
Deactivate
Turn the tank off (go dormant).
SetFireRate <floatRedirectInput/float>
How fast to fire (0 = don't fire).
SetDamage <integerRedirectInput/integer>
Set the Damage Per Bullet keyvalue.
SetTargetPosition <vectorRedirectInput/Vector>
World position (coordinates) that to aim at
SetTargetDir <vectorRedirectInput/Vector>
Direction (pitch yaw roll) to aim at.
SetTargetEntityName <targetnameRedirectInput/string>
"Set the entity I should follow/attack to the closest entity matching this name."[Clarify]
SetTargetEntity <entity>
"Set the entity I should follow/attack to the passed in entity. This requires an output which passes an entity through the output."[Clarify]
ClearTargetEntity
Clear the entity memory of any targets it was told to attack.
FindNPCToManTank <stringRedirectInput/string>
Find a nearby capable NPC to man this tank.
StartFindingNPCs
Start searching for capable NPCs to man this tank.
StopFindingNPCs
Stop searching for capable NPCs to man this tank.
ForceNPCOff
Force the NPC manning this tank (if any) to leave.
SetMaxRange <floatRedirectInput/float>
Set the max range of the tank.
Confirm:Maximum distance a shot can go?

|}

Outputs

  • {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTank outputs |

OnFire
Fires when the tank fires its bullets.
OnAquireTarget
Fires when target is newly in range and can be shot.
OnLoseTarget
Fires when when target goes out of range.
OnAmmoDepleted
DO NOT USE. Exists in code, but never coded to fire at any point.
OnGotController
Fires when an NPC starts to control this tank. Players do NOT fire this input.
OnGotPlayerController
Fires when a Player starts to control this tank. NPCs do NOT fire this input.
OnLostController
Fires when the NPC controller of the tank stops controlling it. Players do NOT fire this input.
OnLostPlayerController
Fires when the Player controller of the tank stops controlling it. NPCs do NOT fire this input.
OnReadyToFire
Fires once when the tank spawns, or is done waiting to fire between rounds. Useful for playing a reloading/charging/searching sound possibly.

|}