tank_boss

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Class hierarchy
CTFTankBoss
CTFBaseBoss
NextBotCombatCharacter
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
tf_tank_boss.cpp
The MvM tank.
Tank falling through a grating (gif, needs to be opened to show)

tank_boss is a point entity available in Team Fortress 2 Team Fortress 2.

Icon-Bug.pngBug:If there are no path_tracks present in the map, the game will crash.  [todo tested in?]
Icon-Bug.pngBug:Tanks pass through any walls with a transparent texture (grates, glass, etc.) or tool textures but not tools/toolsblack, tools/toolsnodraw and tools/toolsskybox. Tying the wall into an entity doesn't prevent this. (Except for func_detail.)  [todo tested in?]

Entity description

The tank deploying its bomb at the hatch.

The tank used in Mann vs Machine missions. When spawned in by a popfile, it will start at the path_track entity specified by the popfile and continue until it reaches the end of the path, where it will deploy the bomb. When destroyed, it creates a tank_destruction entity.

Note.pngNote:When spawned using ent_create, the tank will attempt to travel in a straight line toward the bomb hatch from the point it was spawned at.

Keyvalues

Name (targetname) <string>
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

Health ([todo internal name (i)]) <integer>
Health of the tank.
Model ([todo internal name (i)]) <string>
Model the tank uses.
Speed ([todo internal name (i)]) <integer>
Speed the tank travels at, higher speeds can cause the tank to clip through geometry.
Start Disabled ([todo internal name (i)]) <boolean>
Start disabled.
TeamNum ([todo internal name (i)]) <choices>
Team.

BaseFadeProp:

Start Fade Dist (fademindist) <float>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.


Inputs

SetSpeed
Set the speed of the tank. Must be a positive value.
Note.pngNote:High values will cause the tank to have difficulties navigating the path_tracks.
SetHealth
Set the tank's health.
SetMaxHealth
Set the tank's max health.
AddHealth
Add health to the tank.
RemoveHealth
Remove health from the tank.
Icon-Bug.pngBug:Changes to the tank's health will not be reflected in the HUD until the tank is damaged by a player.  [todo tested in?]
DestroyIfAtCapturePoint
Destructs the tank if it reached its final path_track node.
AddCaptureDestroyPostfix
Sets the tank's destruction animation name's postfix. Can be used for these destruction animations.
SetTeam <integer>
Changes the entity's team.
0: Any
2: Red
3: Blue
Ignite
Ignite, burst into flames.
IgniteLifetime <float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <float>
Ignite with the given hitbox fire scale.

Outputs

OnHealthBelow90Percent
Fired when the tank's health drops below 90 percent.
OnHealthBelow80Percent
Fired when the tank's health drops below 80 percent.
OnHealthBelow70Percent
Fired when the tank's health drops below 70 percent.
OnHealthBelow60Percent
Fired when the tank's health drops below 60 percent.
OnHealthBelow50Percent
Fired when the tank's health drops below 50 percent.
OnHealthBelow40Percent
Fired when the tank's health drops below 40 percent.
OnHealthBelow30Percent
Fired when the tank's health drops below 30 percent.
OnHealthBelow20Percent
Fired when the tank's health drops below 20 percent.
OnHealthBelow10Percent
Fired when the tank's health drops below 10 percent.
OnKilled
Fired when the tank's health drops to 0.
Studiomodel:
OnIgnite
Fired when this object catches fire.