Same as func_tank but launches rockets. Func_tankrocket is used to represent a mounted cannon which can be controlled by players as well as monsters, if allowed. For either to be able to use this, it must be hooked up to a single func_tankcontrols entity. If you want func_tankrocket to be controllable by player, you need to specify a name of func_tankrocket and use func_tankcontrols entity in addition of this entity. Automatic turret needs "Active" flag enabled. Entity requires origin brush tied to barrel, so it can rotate around it.
"(Team) Master", master:
Currently unsupported.
"Target", target :
Entity to fire each shot. You might want to use it in combination with ambient_generic to produce shooting sound.
"Yaw Rate", yawrate :
How fast the barrel rotates horizontally, in degrees per seconds.
"Yaw Range", yawrange :
The range, in degrees, of the barrel horizontal rotation in each side- left and right. This value is doubled for the whole barrel range e.g. when it's set to 90, the barrel can rotate left by 90 degrees and right by 90 degrees, what gives the total of 180.
"Yaw Tolerance", yawtolerance :
Seems to not affecting entity.
"Pitch Rate", pitchrate :
Vertical barrel rotating speed, in degrees per seconds.
"Pitch Range", pitchrange :
Vertical range of the barrel rotation, up and down. This value is doubled for the whole barrel range e.g. when it's set to 10, the barrel can rotate up by 10 degrees and down by 10 degrees, what gives the total of 20.
"Pitch Tolerance", pitchtolerance :
Seems to not affecting entity.
"Barrel Length", barrel :
Determines where bullets comes from. Distance is counted from origin brush to barrel end.
"Barrel Horizontal", barrely :
Horizontal (x axis) distance between center of the barrel and the origin's center.
"Barrel Vertical", barrelz :
Vertical (z axis) distance between center of the barrel and the origin's center.
"Smoke Sprite", spritesmoke :
Name of the sprite to show whenever bullet is shoot. Starts with 'sprites/' folder.
"Flash Sprite", spriteflash :
Name of the sprite to show as a muzzle flash of the barrel. Starts with 'sprites/' folder.
"Sprite Scale", spritescale :
Scale of smoke and flash sprites.
"Rotate Sound", rotatesound :
Sound file to play in a loop while barrel is rotating.
"Rate of Fire", firerate :
Number of bullets per second.
"Damage Per Bullet", bullet_damage :
Damage to deal each shot.
"Firing Persistence", persistence :
How many seconds this entity will continue shooting after losing player from field of view. Works only for automatic turrets.
"Bullet Accuracy", firespread :
Allows to customize bullet spreading, from perfect shot to Star Wars Stormtrooper accuracy.
"Minimum target range", minRange :
Minimum view distance to shoot target, used for automatic turrets only.
"Maximum target range", maxRange :
Maximum view distance to shoot target, used for automatic turrets only. However values above 2048 doesn't work.
And Several relation flags you can use to control func_tankrocket classification. Needs "Use Relation" flag enabled.
1: "Active": Makes this func_tankrocket active on start, which means it will try to kill every enemies in it's view distance.
16: "Only Direct": If selected, the automatic func_tankrocket will fire it's target only when they are in it's line of sight.
32: "Controllable": If selected, player can control this turret. Keep in mind that finc_tankrocket is required for this.
512: "Use Relations": Enables usage of relation keyvalues (which is very glitched though).
1024: "Player can't fire": Prevent player from shooting (player might still control the tank).
- Turret can be both controllable and automatic- attacks player until he gets control over this func_tankrocket.
- Entity must be facing east at x/y view of the editor, the angle of barrel must be customized with 'Yaw' compass in object properties.
- Max range of all func_tankrocket entities cannot be set to higher that 2048.
- 5.0 Steam Release: Added 'Player can't fire' flag.
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