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Shield Ability
Psykotikism edited this page Nov 27, 2023
·
7 revisions
The Mutant Tank protects itself with a shield and throws propane tanks or gas cans.
Requires mt_abilities2.smx
to be compiled with mt_shield.sp
to work.
// Admins with one or more of these access flags have access to this ability.
// Note: This setting can be overridden for specific players.
// --
// Empty: No access flags have access.
// Not empty: These access flags have access.
"Access Flags" ""
// Admins with one or more of these immunity flags are immune to this ability's effects.
// Note: If the Mutant Tank has one or more of these immunity flags or has the same immunity flags as the survivor victim, the immunity is cancelled.
// Note: This setting can be overridden for specific players.
// --
// Empty: No immunity flags are immune.
// Not empty: These immunity flags are immune.
"Immunity Flags" ""
// The ability can only activate in close areas.
// Note: Do not change this setting if you are unsure of how it works.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (OFF)
// Maximum: 99999.0 (Farthest)
// --
// Keywords:
// "disabled"/"false"/"off"/"no" - 0.0 range
// "farthest" - 99999.0 range
"Close Areas Only" "0.0"
// Use this ability in conjunction with other abilities.
// Note: Only use this when "Spawn Type" is set to "4" for the Mutant Tank.
// Note: This setting does not affect human-controlled Mutant Tanks unless the "Human Ability" setting is set to "2".
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Combo Ability" "0"
// Allow human-controlled Mutant Tanks to use this ability.
// Note: This setting can be overridden for specific players.
// --
// 0: OFF
// 1: ON, players can use buttons to activate abilities.
// 2: ON, abilities will activate automatically.
"Human Ability" "0"
// Determines how many times human-controlled Mutant Tanks can use their abilities in one life.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0
// Maximum: 99999
// --
// Keywords:
// "none"/"off" - 0 ammo
// "infinite" - 99999 ammo
"Human Ammo" "5"
// Human-controlled Mutant Tanks must wait this long before using their abilities again.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0 (OFF)
// Maximum: 99999 (Longest)
// --
// Keywords:
// "never"/"disabled"/"false"/"off"/"no" - 0 seconds
// "second" - 1 second
// "minute" - 1 minute
// "forever" - 99999 seconds
"Human Cooldown" "0"
// The Mutant Tank's ability effects last this long.
// Note: This setting does not affect human-controlled Mutant Tanks unless the "Human Mode" setting is set to "0".
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0
// Maximum: 99999
// --
// Keywords:
// "second" - 1 second
// "minute" - 1 minute
// "forever" - 99999 seconds
"Human Duration" "5"
// The mode of how human-controlled Mutant Tanks activate their abilities.
// Note: This setting can be overridden for specific players.
// --
// 0: Press buttons to activate corresponding abilities. Cooldown starts after ability is activated.
// 1: Hold down buttons to keep corresponding abilities activated. Cooldown starts after the player lets go of the buttons.
"Human Mode" "1"
// The ability can only activate in open areas.
// Note: Do not change this setting if you are unsure of how it works.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (OFF)
// Maximum: 99999.0 (Farthest)
// --
// Keywords:
// "disabled"/"false"/"off"/"no" - 0.0 range
// "farthest" - 99999.0 range
"Open Areas Only" "0.0"
// The ability is only effective toward human survivors.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0
// Maximum: 32
// --
// 0: OFF
// 1-32: ON, the number of human survivors required to be present for this ability to be effective.
"Requires Humans" "1"
// Enable this ability.
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Ability Enabled" "0"
// Display a message whenever the ability activates/deactivates.
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Ability Message" "0"
// The Mutant Tank has this many chances out of 100.0% to trigger the ability.
// Note: This is ignored when the "Combo Ability" setting is set to "1".
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (No chance)
// Maximum: 100.0 (Highest chance)
// --
// Keywords:
// "never" - 0% chance
// "sometimes"/"unlikely"/"seldom" - 33.3% chance
// "maybe" - 50% chance
// "often"/"likely"/"frequently" - 66.6% chance
// "always" - 100% chance
"Shield Chance" "33.3"
// This percentage of the Mutant Tank's shielded damage is converted into damage boost.
// Note: Damage boost can be decreased when using the right damage type against the shield.
// Note: Damage boost can be increased when using the wrong damage type against the shield.
// Note: Damage boost will instantly deplete when the shield breaks.
// Note: Boost = ((Damage x Shield Convert Percentage) / 10000.0) + 1.0
// Example: Boost = ((8000.0 x 0.8) / 10000.0) + 1 = 1.64
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (OFF)
// Maximum: 1.0 (Full)
"Shield Convert Percentage" "0.0"
// These are the RGBA values of the Mutant Tank's shield prop's color.
// Note: Any value less than "0" will output a random color.
// Note: This setting can be overridden for specific players.
// --
// 1st number = Red
// 2nd number = Green
// 3rd number = Blue
// 4th number = Alpha
// --
// Keywords:
// "rainbow" - cycle through colors constantly.
"Shield Color" "255,255,255,255"
//"Shield Color" "all_shields" // Alternative (See "Colors" section)
// The cooldown for the Mutant Tank's ability.
// Note: This is ignored when the "Combo Ability" setting is set to "1".
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0 (OFF)
// Maximum: 99999 (Longest)
// --
// Keywords:
// "never"/"disabled"/"false"/"off"/"no" - 0 seconds
// "second" - 1 second
// "minute" - 1 minute
// "forever" - 99999 seconds
"Shield Cooldown" "0"
// The Mutant Tank's shield reactivates after this many seconds passes upon destroying the shield.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1
// Maximum: 99999
// --
// Keywords:
// "second" - 1 second
// "minute" - 1 minute
// "forever" - 99999 seconds
"Shield Delay" "5"
// Display the Mutant Tank's shield's health.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0
// Maximum: 11
// --
// 0: OFF
// 1: ON, show name only.
// 2: ON, show health only.
// 3: ON, show health percentage only.
// 4: ON, show healthbar only.
// 5: ON, show name and health only.
// 6: ON, show name and health percentage only.
// 7: ON, show name and healthbar only.
// 8: ON, show health and healthbar only.
// 9: ON, show health percentage and healthbar only.
// 10: ON, show name, health, and healthbar.
// 11: ON, show name, health percentage, and healthbar.
"Shield Display Health" "11"
// Display type of the Mutant Tank's shield's health.
// Note: This setting can be overridden for specific players.
// --
// 0: OFF
// 1: ON, show in hint text.
// 2: ON, show in center text.
"Shield Display Health Type" "2"
// The Mutant Tank's ability effects last this long.
// Note: This is ignored when the "Combo Ability" setting is set to "1".
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0
// Maximum: 99999
// --
// Keywords:
// "second" - 1 second
// "minute" - 1 minute
// "forever" - 99999 seconds
"Shield Duration" "0"
// The Mutant Tank's shield has a glow outline when activated.
// Note: Only available in Left 4 Dead 2.
// Note: This setting relies on the glow settings under the "Tank #/Glow" section.
// Note: The glow outline may not appear most of the time when the "Glow Type" setting is set to "0" because the shield must be fully visible to the player in order for the glow outline to appear. Since a part of the shield is always under the ground, it is only fully visible when the Tank is climbing or is in the air.
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Shield Glow" "1"
// The Mutant Tank's shield starts out with this much health.
// Note: This setting can be overridden for specific players.
// --
// 0: OFF
// 1-99999: The shield has this much health.
"Shield Health" "0"
// The characters used to represent the health bar of the Mutant Tank's shield.
// Note: This setting only takes effect when the "Shield Display Health" setting is enabled.
// Note: This setting can be overridden for specific players.
// --
// Separate characters with commas (",").
// --
// Character limit: 2
// Character limit for each character: 1
// --
// 1st character = Health indicator
// 2nd character = Damage indicator
"Shield Health Characters" "],="
// The Mutant Tank has this many chances out of 100.0% to throw an explosive that can destroy its shield.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (No chance)
// Maximum: 100.0 (Highest chance)
// --
// Keywords:
// "never" - 0% chance
// "sometimes"/"unlikely"/"seldom" - 33.3% chance
// "maybe" - 50% chance
// "often"/"likely"/"frequently" - 66.6% chance
// "always" - 100% chance
"Shield Throw Chance" "100.0"
// The type of the Mutant Tank's shield.
// Note: This setting can be overridden for specific players.
// --
// Add up numbers together for different results.
// --
// Minimum: 0
// Maximum: 15
// --
// 0: OFF
// 1: Bullet-based (Requires bullets to break shield.)
// 2: Blast-based (Requires explosives to break shield.)
// 4: Fire-based (Requires fires to break shield.)
// 8: Melee-based (Requires melee weapons to break shield.)
"Shield Type" "2"
"Mutant Tanks"
{
"Tank #59"
{
"Shield Ability"
{
"Human Ability" "1"
"Human Ammo" "1"
"Human Duration" "5"
"Ability Enabled" "1"
"Ability Message" "1"
"Shield Chance" "33.3"
"Shield Convert Percentage" "0.0"
"Shield Color" "25,125,125,50"
"Shield Delay" "7"
"Shield Display Health" "11"
"Shield Display Health Type" "2"
"Shield Duration" "0"
"Shield Health" "0.0"
"Shield Health Characters" "],="
"Shield Type" "2"
}
}
}
- Keep your distance from the Tank at all times, regardless of what abilities it may have.
- You should only close in when the Tank is distracted or stunned.
- Check if the Tank is immune to bullets, fire, explosives, melee hits, and/or bile bombs, and adapt accordingly.
- Take off-angles and chip away at the Tank from different directions. Rotate to different positions when you are being targeted.
- Take initiative by distracting the Tank when you see it focusing one of your teammates.
- Maintain uptime by constantly dealing damage and looking for ways to help your team.
- Be aware of your surroundings and don't fight the Tank indoors or near environmental obstacles, such as water.
- Making a run for the saferoom is not advised unless you are the only one left standing and the Tank still has a lot of health. It's better to finish off the Tank as a team.
- Use your bot teammates as distractions for the Tank.
- You will mainly have to rely on melee weapons and fire sources to kill it as quickly as possible.
- Keep track of which damage types can damage or break the Tank's shield.
- You and your teammates will have to take turns distracting the Tank.
- Conserve your ammunition as much as possible and try to rely solely on melee weapons and throwables.
- If you can stun the Tank, gang up on it as a team with melee weapons to finish it off quickly.
- Communicate to your team which damage types you see that can damage or break the Tank's shield.
- Keep track of which throwables the Tank throws because they indicate what the shield's weaknesses are.
- When this ability is combined with other abilities, it can be a lot harder to kill the Tank. Apply the fundamentals listed above and bait out other abilities to get them out of the way (unless they are one-shot abilities).
- The Tank can only be as oppressive as you allow it to be. As long as you play smart, either solo or with a team, it won't matter what abilities the Tank has.