Template:KV BaseTank
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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.
- 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
- 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.
- 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
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