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Wiki » Reference » DOOM 3 Entities » moveable_burningtank
ARTICLE

moveable_burningtank

This is an entity on id Tech 4 engines, present on DOOM 3 and Quake 4. Below you can find its spawnflags, keys and editor settings for each game that defines it.

DOOM 3

Moveable barrel. Works just like a func_moveable. However the barrel

has special handling to make it appear more round. This version also explodes when damaged enough.

Only add model, model_detonate or model_burn or health to override defaults

Keys

Key Type Default Description
burn var 2.5 number of seconds to burn before exploding.
model_damage model model to leave as damaged base
model_detonate model airtankexplosion.prt ips model to switch to for explosion.
model_burn model tankfire.prt ips model to show when on fire.
def_debris var projectile_debris add as many as you like, debris1, debris2, etc..
health var 15 how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion
respawn var if non zero the number of seconds to respawn after killed
triggerTargets var if set to 1 will trigger targets after being killed
mtr_lightExplode mat light shader to use for explosion
mtr_lightBurn mat light shader to use for burning
triggerOnRespawn var if set to no zero will trigger targets this many seconds after being killed

Editor

Property Value
Type point entity
Spawn class idExplodingBarrel -> idBarrel -> idMoveable -> idEntity -> idClass
Min -8 -8 0
Max 8 8 48
Color 0 .5 .8

Script events

Event Declared by
activate idExplodingBarrel
becomeNonSolid idMoveable
isAtRest idMoveable
enableDamage idMoveable
getName idEntity
setName idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
setSkin idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
hide idEntity
show idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
setGui idEntity
precacheGui idEntity
getGuiParm idEntity
getGuiParmFloat idEntity
guiNamedEvent idEntity
remove idClass

Quake 4

Moveable barrel. Works just like a func_moveable. However the barrel

has special handling to make it appear more round. This version also explodes when damaged enough.

Only add model, model_detonate or model_burn or health to override defaults

Keys

Key Type Default Description
burn var 5 number of seconds to burn before exploding.
model_detonate model tankexplosion.ips ips model to switch to for explosion.
model_burn model tankfire.ips ips model to show when on fire.
health var 15 how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion
respawn var if non zero the number of seconds to respawn after killed
triggerOnRespawn var if set to no zero will trigger targets this many seconds after being killed

Editor

Property Value
Type point entity
Spawn class idExplodingBarrel -> idBarrel -> idMoveable -> idDamagable -> idEntity -> idClass
Min -8 -8 0
Max 8 8 48
Color 0 .5 .8

Script events

Event Declared by
activate idExplodingBarrel
becomeNonSolid idMoveable
isAtRest idMoveable
canDamage idMoveable
setHealth idMoveable
getName idEntity
setName idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
setSkin idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
hide idEntity
show idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
clearSkin idEntity
setContents idEntity
getLastBlocker idEntity
playEffect idEntity
stopEffect idEntity
stopAllEffects idEntity
getHealth idEntity
hideSurface idEntity
showSurface idEntity
guiEvent idEntity
playbackCallback idEntity
getBindMaster idEntity
applyImpulse idEntity
removeNullTargets idEntity
isA idEntity
isSameTypeAs idEntity
matchPrefix idEntity
clearTargetList idEntity
appendTarget idEntity
removeTarget idEntity
remove idClass

Last changed Sep 21, 2026
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