12-Jul-2023
This entity is used as a func_tank or func_tanklaser or func_tankrocket or func_tankmortar controlling area. It works like an invisible button, when pressed, player can control the tank. Usage of this entity is very simple- place it in front of func_tank and set "Tank entity name" to name of any type of tank. If func_tankcontrols is too far away from tank entity, the func_tankcontrols won't work. Keep in mind that all tanks entities need to have their "Controllable" flag checked.
Keyvalues |
ZHLT Template Model Target zhlt_usemodel : For Brush entities: sets brush model template of this entity. Set it to the name of other brush entity (now called a template) and it's brush model will be used instead. Templates might save server resources by "copying" single brush entity (template identified by name) and using it in multiple places (can be used for entities like tables, columns, barrels, cars e.t.c.). Also one template occupies only one entity slot when compiling a map, no matter how many entities refers to it. For model-based point entities: copy display model of specified entity, to use it's model instead. Using "Custom model" is more appropriate in most cases, however, when it's not possible, use "ZHLT Copy Lighting From Target".
ZHLT Copy Lighting From Target zhlt_copylight : For Brush entities: copies light info from specified entity. This can be useful when we want this entity to be light up in a similar way the other entity of the map is, e.g. we have few func_pushables on map, and they are lit differently, tough they can be moved (and lightning is not updated on dynamic entities), it may looks shabby. With this keyvalue we can prevent this making all func_pushables received light in a same way. Another example: we have few windows in corridor (e.g. func_breakables), all of them receive a light in acceptable way, but the last window receive part of the light from another room and breaking whole atmosphere. We can set this window "Copy Lightning From Target" to any other window to fix this. Note that this can be also used for completely different entities, so we copy lightning from func_door to func_breakable as well. For model-based point entities: if model lightning does not satisfy you (e.g. it's too dark) you can specify a name of entity here to copy it's lightning values- it can be other model-based entity or simply info_target.
ZHLT Disable Clipping zhlt_noclip : Enable or disable collision of entity.
ZHLT Invisible zhlt_invisible : Brush entities only. Determines if entity should be visible.
ZHLT Custom Shadow (when opaque) zhlt_customshadow : Opaque brush entities only. If "ZHLT Ligth Flags" of this entity uses any of the option with 'Opaque' word, this will allow to customize shadow dropped by this entity. Value format: [0 - 1.0] [0 - 1.0] [0 - 1.0], use three values for color or only one for transparency.
ZHLT Embed Light Map (when translucent) zhlt_embedlightmap : Transparent brush entities only. Set it to 'Yes' and this transparent entity will take a light from environment making it looks much more natural. Use it when entities (e.g. glass represented by func_wall) omits lightning from surrounding. Note that this is expensive so shouldn't be used too often, but resolution of those lightmaps can be controlled by keyvalue explained below.
ZHLT Embed Light Map Resolution zhlt_embedlightmapresolution : Value of power of two that controls the resolution of embedded lightmaps of transparent textures (see keyvalue above). Higher value for better optimization. Default and recommended value is 4.
Inventory: Need item(s) item_name_required : Item(s) (names separated by spaces) required to use this entity. Refers to "Item name" value of item_inventory.
Inventory: Need item(s) from group(s) item_group_required : Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to "Item group name" value of item_inventory.
Inventory: Item count in group need have (0 = all) item_group_required_num : Minimal number of items, that belong to specified group, required to use this entity. Use with "Inventory: Need item(s) from group(s)" keyvalue. Value of '0' means that all items from current group are required.
Inventory: CAN'T have item item_name_canthave : Items in player inventory that will fail the test, and disallow usage of this entity. Refers to "Item name" value of item_inventory.
Inventory: CAN'T have item from group item_group_canthave : Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to "Item group name" value of item_inventory.
Inventory: Item count in group CAN'T have (0 = all) item_group_canthave_num : Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to "Item group name" value of item_inventory. Value of '0' means no single item from current group should be equipped to pass the test.
On pass: Ignore item's on use triggers? pass_ignore_use_triggers : If set to 'Yes' item's trigger targets from 'Target: On use (by trigger)' will not be triggered when item is used by this entity.
On pass: Drop item(s) pass_drop_item_name : Items to force-drop when the test result is positive, and entity is used successfully. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.
On pass: Drop item(s) from group(s) pass_drop_item_group : Items to force-drop, that belong to specified group, when the test result is positive and entity is used successfully. All items from this group will be dropped. Refers to "Item group name" value of item_inventory. Multiple item names are separated by spaces.
On pass: Ignore item's on drop triggers? pass_ignore_drop_triggers : If set to 'Yes' item's trigger targets from "Target: On drop" will not be triggered when item is dropped by this entity with "Drop items(s)" events above.
On pass: Return item(s) pass_return_item_name : Items to return to their starting positions when test result is positive. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.
On pass: Return item(s) from group(s) pass_return_item_group : Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to "Item group name" value of item_inventory. Multiple group names are separated by spaces.
On pass: Ignore item's on return triggers? pass_ignore_return_triggers : If set to 'Yes' item's trigger targets from "Target: On return" will not be triggered when item is returned by this entity with "Return items(s)" events above.
On pass: Destroy item(s) pass_destroy_item_name : Items to remove when test result is positive. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.
On pass: Destroy item(s) from group(s) pass_destroy_item_group : Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to "Item group name" value of item_inventory. Multiple group names are separated by spaces.
On pass: Ignore item's on destroy triggers? pass_ignore_destroy_triggers : If set to 'Yes' item's trigger targets from "Target: On Destroy" will not be triggered when item is destroyed by this entity with "Destroy items(s)" events above.
Target: Inventory rules failed target_on_fail : Entity to trigger whenever test result is negative.
Tank entity name target : Name of func_tank or func_tanklaser or func_tankrocket or func_tankmortar entity to control.