func_tank
		
		
		
		
		
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Tip:The precaching can be achieved by placing a cycler elsewhere in the map, (which can be killtargeted by a trigger_auto), and using 
		
	
| CFuncTankGun | 
func_tank  is a   brush entity  available in all 
 GoldSrc games. It simulates a gun turret that can aim and shoot things. 
Make sure Control Volume is set, as it's required. It can be controlled by a player using func_tankcontrols
It can also be used as a point entity by setting the model keyvalue to a precached model. The model should be authored so that its pivot point is at its origin (it will not animate).
zhlt_usemodel to target the model. The func_tank itself should have an origin brush.Key Values
- Bullets (bullet) <integer choices>
 
# Description 0 None 1 9mm 2 MP5 3 12mm 
- Name (targetname) <string>
 - The targetname that other entities refer to this entity by.
 
- Target (target) <targetname>
 - The targetname of an entity this entity will trigger when activated.
 
- Global Entity Name (globalname) <string>
 - Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
 
- 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.
 
- Render FX (renderfx) <choices>
 - Render FX mode to use, for special effects.
 
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade) 
- Render Mode (rendermode) <choices>
 - Render Mode to use.
 
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive 
- Render Amount (0-255) (renderamt) <integer>
 - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
 - Render Color (R G B) (rendercolor) <color255>
 - Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information. 
- Master (master) <targetname>
 - Name of a master entity. If the master hasn't been activated, this entity will not activate. Mainly for use with 1009 team settings (game_team_master)
 
- Yaw rate (yawrate) <string>
 - The speed of the left/right movement of the gun.
 
- Yaw range (yawrange) <string>
 - Range of left/right movement in degrees.
 
- Yaw tolerance (yawtolerance) <string>
 
- Pitch rate (pitchrate) <string>
 - The speed of the up/down movement of the gun.
 
- Pitch range (pitchrange) <string>
 - Range of up/down movement in degrees.
 
- Pitch tolerance (pitchtolerance) <string>
 
- Barrel Leingth (barrel) <string>
 - The distance from the center of the origin brush to the tip of the barrel.
 
- Barrel Horizontal (barrely) <string>
 - Horizontal distance from the center of the origin brush to the center of the Barrel.
 
- Barrel Vertical (barrelx) <string>
 - Vertical distance from the center of the origin brush to the center of the Barrel.
 
- Smoke Sprite (spritesmoke) <string>
 - The sprite that will be shown at the end of the barrel when the gun is fired.
 
- Flash Sprite (spriteflash) <string>
 - The sprite that will be shown at the end of the barrel when the gun is fired.
 
- Sprite Scale (spritescale) <string>
 - Scale of the sprites that appear at the end of the barrel. 1 is normal, 0.5 is half, etc.
 
- Rotate Sound (rotatesound) <sound>
 
- Rate of Fire (firerate) <string>
 - Number of bullets fired per second.
 
- Damage Per Bullet (bullet_damage) <string>
 - Default is 0, so if you want it to kill things you must enter something.
 
- Firing persistence (persistence) <string>
 - Used by non-player-controlled guns to determine for how long the gun carries on firing after the player has left its range.
 
- 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>
 - Minimum range the target can be at for a non-player-controlled gun to fire.
 
- Maximum target range (maxRange) <string>
 - Maximum range the target can be at for a non-player-controlled gun to fire.
 
- Minimum light level (_minlight) <string>
 - The minimum light level the entity will have, even if its initial position in the editor is in a purely dark room. This is a very aggressive value, so even a value of 0.02 will make the entity relatively bright.
 
Flags
- Active : [1]
 
- Only Direct : [16]
 
- Controllable : [32]
 
- Minimum light level (_minlight) <normal>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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