moveable_explodingtank
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 |
|
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 |
25 |
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 tbarrel. 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 |
|
number of seconds to burn before exploding. |
| model_detonate |
model |
tankexplosion.ips |
ips model to switch to for explosion. |
| model_burn |
model |
|
ips model to show when on fire. |
| health |
var |
25 |
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 |