tank_boss
Class hierarchy |
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CTFTankBoss |
tf_tank_boss.cpp
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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?]
Contents
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.