func_tankrocket
func_tankrocket is a brush entity available in all
GoldSrc games. A func_tank that fires visible rockets (like the ones from the RPG). To make it controllable by the player, you'll need a func_tankcontrols entity associated with it.
Key Values
Target (target) <targetname>
Global Entity Name (globalname) <string>
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
Render Mode (rendermode) <choices>
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
Render Amount (0-255) (renderamt) <integer>
Render Color (R G B) (rendercolor) <color255>
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
Render FX (renderfx) <choices>
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
Master (master) <targetname>
Mainly for use with 1009 team settings (game_team_master)
Yaw rate (yawrate) <string>
Yaw range (yawrange) <string>
Yaw tolerance (yawtolerance) <string>
Pitch rate (pitchrate) <string>
Pitch range (pitchrange) <string>
Pitch tolerance (pitchtolerance) <string>
Barrel Leingth (barrel) <string>
Barrel Horizontal (barrely) <string>
Barrel Vertical (barrelx) <string>
Smoke Sprite (spritesmoke) <string>
Flash Sprite (spriteflash) <string>
Sprite Scale (spritescale) <string>
Rotate Sound (rotatesound) <sound>
Rate of Fire (firerate) <string>
Damage Per Bullet (bullet_damage) <string>
Firing persistence (persistence) <string>
Bullet accuracy (firespread) <choices>
# Description 0 Perfect Shot 1 Small cone 2 Medium cone 3 Large cone 4 Extra-large cone
Minmum target range (minRange) <string>
Maximum target range (maxRange) <string>
Minimum light level (_minlight) <string>
Flags
- Active : [1]
- Only Direct : [16]
- Controllable : [32]
Minimum light level (_minlight) <float>
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ZHLT Light Flags (ZHLT 2.2+) (zhlt_lightflags) <flags>
Light Origin Target (ZHLT 2.2+) (light_origin) <targetname>
During lighting compilation, this entity will be treated as if its origin were at the target entity's origin. Requires an origin brush.
Entity to Use Model From (ZHLT) (zhlt_usemodel) <targetname> Nonsolid (ZHLT) (zhlt_noclip) <boolean> Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid.
Don't Render (ZHLT 3+) (zhlt_invisible) <boolean>
Treat all faces as if they were textured with NULL.
Custom Hull 1 (VHLT+) (zhlt_hull1) <targetname> Custom Hull 2 (VHLT+) (zhlt_hull2) <targetname> Custom Hull 3 (VHLT+) (zhlt_hull3) <targetname> Which named info_hullshape entity to use for the specified clipping hull. Mins/Maxs (VHLT+) (zhlt_minsmaxs) <mins vector + maxs vector>
Override this entity's bounding box.
zhlt_transform (zhlt_transform) <???> Never visible (VHLT+) (zhlt_hidden) <boolean>
Don't create marksurfaces for this entity, resulting in it being treated by VIS as never visible.
Strip lightmaps after compiling (VHLT+) (zhlt_striprad) <boolean>
Undefines the lightmaps for brushes on this entity after compiling, resulting in the faces being fullbright and not using up allocblock. Unlike TEX_SPECIAL, faces with zhlt_striprad will still affect bounced lighting.
Custom Shadow Color (VHLT+) (zhlt_customshadow) <color1> If this entity casts shadows, the shadows will be this color instead of black. Can also be a single value, for monochrome.
Fake Lightmap (VHLT v33+) (zhlt_embedlightmap) <boolean> Generates unique diffuse textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer. Implies
Downscale Fake Lightmap (VHLT v34+) (zhlt_embedlightmapresolution) <integer>
Downscale texture created by zhlt_embedlightmap this many times.
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Cast shadows (_shadow) <boolean> Cast shadows from this entity. Implies _shadowself.
Self-shadowed (_shadowself) <boolean> Cast shadows from this entity onto itself.
Smooth shading (_phong) <boolean> Enable smooth shading between faces which are less than _phong_angle.
Autosmoothing angle (_phong_angle) <integer> Maximum light level (_maxlight) <normal> Minlight color (_mincolor, _minlight_color) <color1> Color of _minlight. Also accepts color255, provided at least one value is greater than 1.
Minlight only (_lightignore) <boolean> Only receive lighting from _minlight
Disable backface culling (_mirrorinside) <boolean> |