Template:KV BaseTank

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Revision as of 19:41, 13 June 2018 by Pinsplash (talk | contribs) (Added descriptions for all these. Not difficult to do.)
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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.
(Team) Master ([todo internal name (i)]) <string>
(Team) Master
Yaw rate ([todo internal name (i)]) <string>
How fast tank can look left or right.
Yaw range ([todo internal name (i)]) <string>
How far tank can turn left or right.
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 rate ([todo internal name (i)]) <string>
How fast tank can look up or down
Pitch range ([todo internal name (i)]) <string>
How far tank can turn up or down
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.
Barrel Horizontal ([todo internal name (i)]) <string>
How wide the barrel is, horizontally.}
Barrel Vertical ([todo internal name (i)]) <string>
How wide the barrel is, vertically.
Smoke Sprite ([todo internal name (i)]) <sprite>
Smoke sprite to emit when gun fires.
Icon-Bug.pngBug:Transparency may not work.  [todo tested in ?]
Flash Sprite ([todo internal name (i)]) <sprite>
Flash sprite to emit when gun fires.
Sprite scale ([todo internal name (i)]) <string>
Sprite scale for both sprites above.
Rotate Start Sound ([todo internal name (i)]) <sound>
Sound to play when tank starts to turn.
Rotate Loop Sound ([todo internal name (i)]) <sound>
Sound to play when tank is turning.
Rotate Stop Sound ([todo internal name (i)]) <sound>
Sound to play when tank stops turning.
Rate of Fire ([todo internal name (i)]) <string>
Number of bullets to fire in a second.
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.
Lead Target ([todo internal name (i)]) <boolean>
Aim ahead to hit moving targets (for NPCs).
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 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