BRUSH func_tank

Brush Gun Turret

KeyValues

Ammo Type <choices> = None ()

No description provided.

Possible Values:

Name Value
None
Pistol Pistol
SMG1 SMG1
AR2 AR2
Combine Heavy Cannon CombineHeavyCannon
Strider Minigun StriderMinigun

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
Ignore range when making viewcone checks 8192
Aiming Assistance (Player Only) 256

Inherited from BaseTank

Control Volume <target_destination>

Name of a trigger the specifies the volume in which a player must be to control this tank.

(Team) Master <string>

No description provided.

Yaw rate <string> = 30

No description provided.

Yaw range <string> = 180

No description provided.

Yaw tolerance <string> = 15

No description provided.

Pitch rate <string> = 0

No description provided.

Pitch range <string> = 0

No description provided.

Pitch tolerance <string> = 5

No description provided.

Barrel Length <string> = 0

No description provided.

Barrel Horizontal <string> = 0

No description provided.

Barrel Vertical <string> = 0

No description provided.

Smoke Sprite <sprite>

A specific sprite to use for the muzzle's smoke effect.

Flash Sprite <sprite>

A specific sprite to use for the muzzle's flash effect.

Sprite scale <string> = 1

The scale for smoke and flash sprites.

Rotate Start Sound <sound>

No description provided.

Rotate Loop Sound <sound>

No description provided.

Rotate Stop Sound <sound>

No description provided.

Rate of Fire <string> = 1

No description provided.

Damage Per Bullet <string> = 0

If set to 0, it'll use the base weapon bullet's damage.

Damage Per Bullet Vs Player <string> = 0

If set to 0, it'll use the Damage Per Bullet value.

Firing persistence <string> = 1

(Seconds) How long to keep firing at last known position after lose sight of target

Firing persistence2 <string> = 0

(Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position

Bullet accuracy <choices> = Perfect Shot (0)

No description provided.

Possible Values:

Name Value
Perfect Shot 0
Small cone 1
Medium cone 2
Large cone 3
Extra-large cone 4

Minimum target range <string> = 0

No description provided.

Maximum target range <string> = 0

No description provided.

Gun Base Attachment <string>

If Parent is specified, this is the attachment point on the parent to aim from.

Gun Barrel Attachment <string>

If Parent is specified, this is the attachment point on the parent to fire from. If you specify this, you'll want to specify the Gun Base Attachment too.

Gun Yaw Pose Param <string>

If Parent + the Gun Pitch Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters.

Gun Yaw Pose Center <float> = 0

The center yaw pose parameter of the gun on the parent

Gun Pitch Pose Param <string>

If Parent + the Gun Yaw Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters.

Gun Pitch Pose Center <float> = 0

The center pitch pose parameter of the gun on the parent

Ammunition Count <integer> = -1

Only applies to player use. -1 = unlimited ammo.

Lead Target <boolean> = No

No description provided.

Player Lock Time <float> = 0

The tank must have the player as a target for this amount of time before it's allowed to fire.

Effect Handling <choices> = Use Individual Settings. (0)

Special effect handling that influences sound and muzzle effects. Individual settings can override parts of it.

Possible Values:

Name Value
Use Individual Settings. 0
AR2 1
Combine Cannon 2

Inherited from BaseEntityBrush

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Origin (X Y Z) <origin>

The position of this brush entity's center in the world. Rotating entities typically rotate around their origin.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Minimum Bounding Box Size <vector>

Co-ordinate of the minimum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime.

Maximum Bounding Box Size <vector>

Co-ordinate of the maximum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime.

Collisions <choices> = VPhysics (6)

Method of collision for this entity. Can be changed at runtime with AddOutput.

Possible Values:

Name Value
None 0
BSP (QPhysics) 1
Bounding Box 2
Oriented Bounding Box 3
Oriented Bounding Box, constrained to Yaw only 4
Custom (defined per-entity, if not defined the entity will have bizarre collision behavior) 5
VPhysics 6

Inputs

Inherited from BaseTank

Activate <void>

Turn the tank on

Deactivate <void>

Turn the tank off (go dormant)

SetFireRate <string>

How fast to fire (0 = don't fire)

SetDamage <string>

Set the Damage Per Bullet

SetTargetPosition <string>

World position that I should aim at

SetTargetDir <vector>

Direction to aim at.

SetTargetEntityName <target_destination>

Name of entity I should follow/attack

SetTargetEntity <string>

Set the entity I should follow/attack to the passed in entity.

ClearTargetEntity <void>

Clear the entity I should be attacking.

SetMaxRange <float>

Set the max range of the func_tank.

Inherited from BaseEntityBrush

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in the player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in the player's viewcone.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Outputs

Inherited from BaseTank

OnFire <void>

Fires when the tank fires its bullets

OnAquireTarget <void>

Fires when target is newly in range and can be shot

OnLoseTarget <void>

Fires when when target goes out of range

OnAmmoDepleted <void>

Fires when tank runs out of ammo

OnGotPlayerController <void>

Fires when a Player starts to control this tank. NPCs do NOT fire this input.

OnLostPlayerController <void>

Fires when the Player controller of the tank stops controlling it. NPCs do NOT fire this input.

OnReadyToFire <void>

Fires once when the tank is done waiting to fire between rounds

Inherited from BaseEntityBrush

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.