tank_boss
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Warning: It cannot teleport to track points.
Warning: When spawned using
Bug:If there are no path_tracks present in the map, the game will crash.
Bug:Tanks pass through any brush geometry with a transparent texture (grates, glass, etc.) and most tool textures excluding
Confirm:Is it only func_detail or do other internal entities work, e.g. func_ladder?
Note: If you wish to avoid cutting Visleafs with Wedges (or ramps), you can turn the geometry into a Displacement.
Bug:Changes to the tank's health will not be reflected in the HUD until the tank is damaged by a player.
| CTFTankBoss |
tank_boss is a model entity available in
Team Fortress 2. It's used in Mann Vs Machine as an unstoppable bomb carrier.
Having movement and spawning similar to func_tracktrain, it uses path_track as waypoints to move through the map, use branching paths and invoke path-related inputs and outputs. When it reaches the end of the track, it will deploy a bomb for roughly 8 seconds, giving players a chance to destroy it at the last moment. It creates a tank_destruction entity when destroyed.
ent_create, the tank will attempt to travel in a straight line from the point it was spawned at to the bomb hatch.
Population Variables
Listed below are all Population file variables to define how it functions in-game when spawned by the tf_populator entity.
| Variable | Type | Default | Description |
|---|---|---|---|
| Health | integer | 50000 | Maximum health it spawns with. |
| Name | string | Unused, was most likely used for Deathcams at some point. [confirm] | |
| OnBombDroppedOutput | Output | When the deploy animation is complete.
| |
| OnKilledOutput | Output | When health drops to 0%.
| |
| Skin | integer | 0 | What the tank looks like using defined indexes from the model file? |
| Speed | float | 75.0 | How fast does the Tank move?
|
| StartingPathTrackNode | string | Where it will spawn and start its journey? |
Hammer Editor
tools/toolsblack, tools/toolsnodraw and tools/toolsskybox. Turning the geometry into an entity doesn't prevent this, with the exception of func_detail.
Keyvalues
- Name (targetname) <string>
-
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Health (health) <integer>
- Health of the tank.
- Model (model) <string>
- Model the tank uses.
- Speed (speed) <integer>
- Boss' max movement speed, higher speeds can cause the tank to clip through geometry.
- Start Disabled (start_disabled) <boolean>
- Start Disabled
- Initial Team (TeamNum) <integer choices>
-
Which team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls

- 2: RED

- 3: BLU/Robots

- 5: Halloween Bosses (only in
) !FGD
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
- Change the speed of the Boss. 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.
- DestroyIfAtCapturePoint
- Destroys the tank if it reached its final path_track node.
- AddCaptureDestroyPostfix
- Sets the tank's destruction animation name's postfix. See external links for a demo
- SetTeam <integer>
- Changes the entity's team.
0: Any
2: Red
3: Blue - Ignite
- Ignite, burst into flames.
- IgniteLifetime <float>
Ignitewith the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer>
Ignitewith the given number of hitbox fires.- IgniteHitboxFireScale <float>
Ignitewith the given hitbox fire scale.
Outputs
- OnHealthBelow90Percent
- Fired when Health drops below 90%
- OnHealthBelow80Percent
- Fired when Health drops below 80%
- OnHealthBelow70Percent
- Fired when Health drops below 70%
- OnHealthBelow60Percent
- Fired when Health drops below 60%
- OnHealthBelow50Percent
- Fired when Health drops below 50%
- OnHealthBelow40Percent
- Fired when Health drops below 40%
- OnHealthBelow30Percent
- Fired when Health drops below 30%
- OnHealthBelow20Percent
- Fired when Health drops below 20%
- OnHealthBelow10Percent
- Fired when Health drops below 10%
- OnKilled
- Fired when the tank's health drops to 0%
Studiomodel:
- OnIgnite
- Fired when this object catches fire.
External Links
- Various tank destruction animations for use with the AddCaptureDestroyPostfix input Todo: Video description has more info on destruction animations