tank_boss
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Class hierarchy |
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CTFTankBoss |
tf_tank_boss.cpp |
tank_boss
is a point entity available in Team Fortress 2.
Bug:If there are no path_tracks present in the map, the game will crash. [todo tested in?]
Bug:Tanks pass through any walls with a transparent texture (grates, glass, etc.) or tool textures but not tools/toolsblack, tools/toolsnodraw and tools/toolsskybox.
Tying the wall into an entity doesn't prevent this. (Except for func_detail.) [todo tested in?]
Entity description
The tank used in Mann vs Machine missions. When spawned in by a popfile, it will start at the path_track entity specified by the popfile and continue until it reaches the end of the path, where it will deploy the bomb. When destroyed, it creates a tank_destruction entity.
Note:When spawned using ent_create, the tank will attempt to travel in a straight line toward the bomb hatch from the point it was spawned at.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Health ([todo internal name (i)]) <integer>
- Health of the tank.
- Model ([todo internal name (i)]) <string>
- Model the tank uses.
- Speed ([todo internal name (i)]) <integer>
- Speed the tank travels at, higher speeds can cause the tank to clip through geometry.
- Start Disabled ([todo internal name (i)]) <boolean>
- Start disabled.
- TeamNum ([todo internal name (i)]) <choices>
- Team.
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in ), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Inputs
- SetSpeed
- Set the speed of the tank. Must be a positive value. Note:High values will cause the tank to have difficulties navigating the path_tracks.
- SetHealth
- Set the tank's health.
- SetMaxHealth
- Set the tank's max health.
- AddHealth
- Add health to the tank.
- RemoveHealth
- Remove health from the tank.
Bug:Changes to the tank's health will not be reflected in the HUD until the tank is damaged by a player. [todo tested in?]
- DestroyIfAtCapturePoint
- Destructs the tank if it reached its final path_track node.
- AddCaptureDestroyPostfix
- Sets the tank's destruction animation name's postfix. Can be used for these destruction animations.
- SetTeam <integer>
- Changes the entity's team.
0: Any
2: Red
3: Blue
- Ignite
- Ignite, burst into flames.
- IgniteLifetime <float>
Ignite
with the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer>
Ignite
with the given number of hitbox fires.
- IgniteHitboxFireScale <float>
Ignite
with the given hitbox fire scale.
Outputs
- OnHealthBelow90Percent
- Fired when the tank's health drops below 90 percent.
- OnHealthBelow80Percent
- Fired when the tank's health drops below 80 percent.
- OnHealthBelow70Percent
- Fired when the tank's health drops below 70 percent.
- OnHealthBelow60Percent
- Fired when the tank's health drops below 60 percent.
- OnHealthBelow50Percent
- Fired when the tank's health drops below 50 percent.
- OnHealthBelow40Percent
- Fired when the tank's health drops below 40 percent.
- OnHealthBelow30Percent
- Fired when the tank's health drops below 30 percent.
- OnHealthBelow20Percent
- Fired when the tank's health drops below 20 percent.
- OnHealthBelow10Percent
- Fired when the tank's health drops below 10 percent.
- OnKilled
- Fired when the tank's health drops to 0.
Studiomodel:
- OnIgnite
- Fired when this object catches fire.