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func_tank is a brush entity available in all GoldSrc 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).

Tip.pngTip:The precaching can be achieved by placing a cycler elsewhere in the map, (which can be killtargeted by a trigger_auto), and using zhlt_usemodel to target the model. The func_tank itself should have an origin brush.
Note.pngNote:The defined model is automatically precached in Condition Zero Deleted Scenes.

Key Values

Bullets (bullet) <choices>
# Description
0 None
1 9mm
2 MP5
3 12mm


Name (targetname) <targetname>
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) <angle>
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
FX Amount (1-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX 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) <string>
Name of a master entity. 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.


  •  [1] : Active
  •  [16] : Only Direct
  •  [32] : Controllable

Minimum light level (_minlight) <string>
ZHLT Light Flags (ZHLT 2.2+) (zhlt_lightflags) <choices>
Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
  • 0 : "Default"
  • 1 : "Embedded Fix"
  • 2 : "Opaque (blocks light)"
  • 3 : "Opaque + Embedded fix"
  • 6 : "Opaque + Concave Fix"
Light Origin Target (ZHLT 2.2+) (light_origin) <targetname>
Used to define a target to sample lighting from.
Entity to Use Model From (ZHLT) (zhlt_usemodel) <targetname>
Used to set the model to a different entity's model (bmodel, BSP, MDL, or SPR). The targeted entity will be moved before this entity to ensure proper loading.
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.
Tip.pngTip:Always enable this for func_illusionary, unless skin is set to -16 (ladder); VHLT does not properly strip clipnodes for this entity.
Don't Render (ZHLT 3+) (zhlt_invisible) <boolean>
Treat all faces as if they were textured with NULL.
Tip.pngTip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
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)
zhlt_hidden (zhlt_hidden)
zhlt_striprad (zhlt_striprad)
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.
Icon-Important.pngImportant:The resulting textures will be renamed to have the prefix __rad; as such, any unique attributes will be lost.
Downscale Fake Lightmap (VHLT v34+) (zhlt_embedlightmapresolution) <integer>
Downscale texture created by zhlt_embedlightmap this many times.