Difference between revisions of "Template:KV BaseTank"

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(explanation of 'Rate of Fire')
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:<sound> Rotate Stop Sound.  
 
:<sound> Rotate Stop Sound.  
 
*'''firerate'''
 
*'''firerate'''
:<float> Rate of Fire.  
+
:<float> Rate of Fire. Number of bullets fired before the tank pauses.
 
*'''bullet_damage'''
 
*'''bullet_damage'''
 
:<integer> If set to 0, it'll use the base weapon bullet's damage.
 
:<integer> If set to 0, it'll use the base weapon bullet's damage.

Revision as of 13:44, 10 September 2006

Template:Kv targetname

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.
<target_destination> Name of a trigger the specifies the volume in which a player must be to control this tank.
  • master
<target_destination> (Team) Master.
  • yawrange
<float> Yaw range.
  • yawtolerance
<float> Yaw tolerance.
  • pitchrate
<float> Pitch rate.
  • pitchrange
<float> Pitch range.
  • pitchtolerance
<float> Pitch tolerance.
  • barrel
<float> Barrel Length.
  • barrely
<float> Barrel Horizontal.
  • barrelz
<float> Barrel Vertical.
  • spritesmoke
<sprite> Smoke Sprite.
  • spriteflash
<sprite> Flash Sprite.
  • spritescale
<float> Sprite scale.
  • rotatestartsound
<sound> Rotate Start Sound.
  • rotatesound
<sound> Rotate Loop Sound.
  • rotatestopsound
<sound> Rotate Stop Sound.
  • firerate
<float> Rate of Fire. Number of bullets fired before the tank pauses.
  • bullet_damage
<integer> If set to 0, it'll use the base weapon bullet's damage.
  • bullet_damage_vs_player
<integer> If set to 0, it'll use the Damage Per Bullet value.
  • persistence
<float> (Seconds) How long to keep firing at last known position after lose sight of target.
  • persistence2
<float> (Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position.
  • firespread
<choices> Bullet accuracy.
Literal value Description
0 Perfect Shot
1 Small cone
2 Medium cone
3 Large cone
4 Extra-large cone
  • minRange
<float> Minmum target range.
  • maxRange
<float> Maximum target range.
  • _minlight
<integer> Minimum light level.
  • gun_barrel_attach
<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
<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
<float> The center yaw pose parameter of the gun on the parent.
  • gun_pitch_pose_param
<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
<float> The center pitch pose parameter of the gun on the parent.
  • ammo_count
<integer> Only applies to player use. -1 = unlimited ammo.
  • LeadTarget
<choices> Lead Target.
Literal value Description
0 No
1 Yes
  • npc_man_point
<target_destination> Point where NPC must stand to man this func_tank.
  • playergraceperiod
<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.
  • ignoregraceupto
<float> The player grace period is ignored if the player's under this distance from the func_tank.
  • playerlocktimebeforefire
<float> The tank must have the player as a target for this amount of time before it's allowed to fire.
  • effecthandling
<choices> Effect Handling.
Literal value Description
0 Use Individual Settings.
1 AR2
Template:Ep1 add Template:Ep1 add