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Absorb Ability

Psykotikism edited this page Nov 26, 2023 · 19 revisions

Purpose

The Mutant Tank absorbs most of the damage it receives.

Requirements

Requires mt_abilities.smx to be compiled with mt_absorb.sp to work.

Settings

// 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 bullet damage received by the Mutant Tank is divided by this value.
// Note: Damage = Bullet damage/Absorb bullet divisor
// Example: Damage = 30.0/20.0 (1.5)
// Note: Use the value "1.0" to disable this setting. (Bullet damage/1.0 = Bullet damage)
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1.0
// Maximum: 99999.0
"Absorb Bullet Divisor"			"20.0"

// 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
"Absorb Chance"				"33.3"

// This percentage of the Mutant Tank's absorbed damage is converted into armored health.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (OFF)
// Maximum: 1.0 (Full)
"Absorb Convert Percentage"		"0.0"

// 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
"Absorb Cooldown"			"0"

// 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
"Absorb Duration"			"5"

// The explosive damage received by the Mutant Tank is divided by this value.
// Note: Damage = Explosive damage/Absorb explosive divisor
// Example: Damage = 30.0/20.0 (1.5)
// Note: Use the value "1.0" to disable this setting. (Explosive damage/1.0 = Explosive damage)
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1.0
// Maximum: 99999.0
"Absorb Explosive Divisor"		"20.0"

// The fire damage received by the Mutant Tank is divided by this value.
// Note: Damage = Fire damage/Absorb fire divisor
// Example: Damage = 300.0/200.0 (1.5)
// Note: Use the value "1.0" to disable this setting. (Fire damage/1.0 = Fire damage)
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1.0
// Maximum: 99999.0
"Absorb Fire Divisor"			"200.0"

// The hittable damage received by the Mutant Tank is divided by this value.
// Note: Damage = Hittable damage/Absorb hittable divisor
// Example: Damage = 30.0/20.0 (1.5)
// Note: Use the value "1.0" to disable this setting. (Hittable damage/1.0 = Hittable damage)
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1.0
// Maximum: 99999.0
"Absorb Hittable Divisor"		"20.0"

// The melee damage received by the Mutant Tank is divided by this value.
// Note: Damage = Melee damage/Absorb melee divisor
// Example: Damage = 300.0/200.0 (1.5)
// Note: Use the value "1.0" to disable this setting. (Melee damage/1.0 = Melee damage)
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1.0
// Maximum: 99999.0
"Absorb Melee Divisor"			"200.0"

Example Format/Usage

"Mutant Tanks"
{
	"Tank #1"
	{
		"Absorb Ability"
		{
			"Human Ability"				"1"
			"Human Ammo"				"2"
			"Human Duration"			"5"
			"Ability Enabled"			"1"
			"Ability Message"			"1"
			"Absorb Bullet Divisor"			"20.0"
			"Absorb Chance"				"15.0"
			"Absorb Convert Percentage"		"0.25"
			"Absorb Duration"			"5"
			"Absorb Explosive Divisor"		"20.0"
			"Absorb Fire Divisor"			"200.0"
			"Absorb Hittable Divisor"		"20.0"
			"Absorb Melee Divisor"			"200.0"
		}
	}
}

Tips/Strategies

General/Fundamentals

  • 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.

Solo

  • 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.

Multiplayer

  • 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.

Combining with other abilities

  • 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.
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