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func_tankmortar

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func_tankmortar is a brush entity available in all GoldSrc GoldSrc games. This is basically mortar-firing func_tank. Most commonly used for 'real' tanks. To make it controllable by the player, you'll need a func_tankcontrols entity associated with it.

Key Values

Explosion Magnitude (iMagnitude) <integer>
The size of the explosion produced when the round hits its target.

Targetname:
Name (targetname) <targetname>
The targetname that other entities refer to this entity by.

Target:
Target <target_destination>
The targetname of an entity this entity will trigger when activated.

Global:
Global Entity Name <string>
Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.



Angles:
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 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.

Flags

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

ZHLT:
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 <string>
Used to define a target to sample lighting from.