Func tankpulselaser

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(Description should be clarified.)

Entity Description

Brush Pulse Laser

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Availability

Template:In game Template:Game Template:In code

Keyvalues

<float> How fast does pulse travel.
  • PulseColor
<color255> Color of the pulse.
  • PulseWidth
<float> Width of the pulse.
  • PulseLife
<float> (Seconds) How long the pulse lasts.
  • PulseLag
<float> (Seconds) How far behind is pulse tail.
  • PulseFireSound
<sound> Sound played when pulse fires.

Flags

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.

|}