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Absorb Ability

Alfred Llagas edited this page Jan 13, 2021 · 19 revisions

Purpose

The Mutant Tank absorbs most of the damage it receives.

Requirements

Requires mt_absorb.smx to be installed.

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"			""

// 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: 999999
// --
// Keywords:
// "none"/"off" - 0 ammo
// "infinite" - 999999 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
// Maximum: 999999
// --
// Keywords:
// "never"/"disabled"/"false"/"off"/"no" - 0 seconds
// "second" - 1 second
// "minute" - 1 minute
// "forever" - 999999 seconds
"Human Cooldown"			"30"

// 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: 999999.0 (Farthest)
// --
// Keywords:
// "disabled"/"false"/"off"/"no" - 0.0 range
// "farthest" - 999999.0 range
"Open Areas Only"			"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: 999999.0
"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"

// 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 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: 1
// Maximum: 999999
// --
// Keywords:
// "second" - 1 second
// "minute" - 1 minute
// "forever" - 999999 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: 999999.0
"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: 999999.0
"Absorb Fire Divisor"			"200.0"

// 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: 999999.0
"Absorb Melee Divisor"			"200.0"

Example Format/Usage

"Mutant Tanks"
{
	"Tank #1"
	{
		"Absorb Ability"
		{
			"Human Ability"				"2"
			"Human Ammo"				"2"
			"Human Cooldown"			"120"
			"Ability Enabled"			"1"
			"Ability Message"			"0"
			"Absorb Bullet Divisor"			"20.0"
			"Absorb Chance"				"15.0"
			"Absorb Duration"			"5"
			"Absorb Explosive Divisor"		"20.0"
			"Absorb Fire Divisor"			"200.0"
			"Absorb Melee Divisor"			"200.0"
		}
	}
}

Tips/Strategies

General

  • It is recommended to keep your distance from a Tank with this ability. Ranged weapons are a little less effective due to it absorbing most of the damage you and your teammates deal. If you have a bile bomb but are low on supplies and ammo, use it on the tank. The common infected will slow it down to give your team enough time for a running start for the saferoom or supplies.

Solo

  • Use your bot teammates as cannon fodder for the Tank's damage. Conserve your ammunition and rely on melee weapons and molotovs. If you're in an environment where water can extinguish the Tank, just have the bots distract it.

Multiplayer

  • Take turns to get the Tank's attention. The crucial part about beating this Tank is sticking as a team and inflicting damage onto it as much as possible while it focuses on one teammate. Molotovs and melee weapons are recommended for dealing decent damage, and be sure to conserve your ammunition. As long as you and your teammates are prepared with ammo and other supplies, beating this Tank should be an easy task.

Ability Combination(s) Warning

  • Shield: A Mutant Tank with Absorb and Shield will most likely drain 90% of your ammo and supplies. Be prepared with a molotov and take out its shield as much as you can. An ammo pile nearby will be essential in fighting a tank with this combo.

  • Ammo: The tank already soaks up most of the damage you dish out and drains most of your ammo before the fight is over. With the Ammo ability, It will overwhelm any unprepared team. Make sure there's a nearby ammo pile or extra weapons your team can run back to when possible.

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