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Gunner Ability

Psykotikism edited this page Nov 27, 2023 · 3 revisions

Purpose

The Mutant Tank is armed with guns.

Requirements

Requires mt_abilities.smx to be compiled with mt_gunner.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 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's duration ends.
// 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"			"0"

// 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 accuracy of the Mutant Tank's guns.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.1 (Highest)
// Maximum: 5.0 (Lowest)
"Gunner Accuracy"			"2.0"

// The number of bullets for the Mutant Tank's guns.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1 (Lowest)
// Maximum: 99999 (Highest)
"Gunner Bullets"			"3"

// 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
"Gunner Chance"				"33.3"

// The clip size for the Mutant Tank's guns.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1 (Smallest)
// Maximum: 99999 (Largest)
"Gunner Clip Size"			"30"

// 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
"Gunner Cooldown"			"0"

// The Mutant Tank's guns do this much damage.
// 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 (OFF)
// Maximum: 99999.0
// --
// Keywords:
// "weakest" - 1.0 damage
// "strongest" - 99999.0 damage
"Gunner Damage"				"5.0"

// 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: 0.1
// Maximum: 99999.0
// --
// Keywords:
// "milli"/"millisecond" - 0.1 seconds
// "second" - 1 second
// "minute" - 1 minute
// "forever" - 99999 seconds
"Gunner Duration"			"5.0"

// The Mutant Tank's guns have glow outlines 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 when the "Glow Type" setting is set to "0" if the guns are not fully visible to the player.
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Gunner Glow"				"1"

// The type of the Mutant Tank's gun.
// Note: This setting can be overridden for specific players.
// --
// 0: Random
// 1: M1911/P220/Glock Pistol
// 2: SMG
// 3: Pump Shotgun
// 4: M16 Assault Rifle
// 5: Combat Shotgun
// 6: Hunting Rifle
// 7: Magnum Pistol (Only available in Left 4 Dead 2.)
// 8: Silenced SMG (Only available in Left 4 Dead 2.)
// 9: MP5 SMG (Only available in Left 4 Dead 2.)
// 10: Chrome Shotgun (Only available in Left 4 Dead 2.)
// 11: AK47 Assault Rifle (Only available in Left 4 Dead 2.)
// 12: SG552 Assault Rifle (Only available in Left 4 Dead 2.)
// 13: SCAR-L Desert Rifle (Only available in Left 4 Dead 2.)
// 14: SPAS Shotgun (Only available in Left 4 Dead 2.)
// 15: Military Sniper Rifle (Only available in Left 4 Dead 2.)
// 16: Steyr Scout Rifle (Only available in Left 4 Dead 2.)
// 17: AWP Sniper Rifle (Only available in Left 4 Dead 2.)
// 18: M60 Machine Rifle (Only available in Left 4 Dead 2.)
"Gunner Gun Type"			"0"

// The Mutant Tank fires gunshots at survivors every time this many seconds passes.
// Note: This is ignored when the "Combo Ability" setting is set to "1".
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.1
// Maximum: 99999.0
// --
// Keywords:
// "milli"/"millisecond" - 0.1 seconds
// "second" - 1 second
// "minute" - 1 minute
// "forever" - 99999 seconds
"Gunner Interval"			"1.0"

// The Mutant Tank's guns take this many seconds to load in bullets before firing again.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.1 (Shortest)
// Maximum: 99999.0 (Longest)
"Gunner Load Time"			"1.0"

// The distance between an enemy and the Mutant Tank needed 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: 1.0 (Closest)
// Maximum: 99999.0 (Farthest)
// --
// Keywords:
// "closest" - 1.0 range
// "farthest" - 99999.0 range
"Gunner Range"				"500.0"

// The Mutant Tank's guns take this many seconds to react.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.1 (Shortest)
// Maximum: 99999.0 (Longest)
"Gunner Reaction Time"			"1.0"

// The type of targets tracked by the Mutant Tank's guns.
// Note: This setting can be overridden for specific players.
// --
// Add up numbers together for different results.
// --
// Minimum: 0
// Maximum: 31
// --
// 0 OR 31: All types.
// 1: Human-controlled survivors
// 2: Survivor bots
// 4: Incapacitated survivors
// 8: Common infected
// 16: Special infected
"Gunner Target Type"			"0"

Example Format/Usage

"Mutant Tanks"
{
	"Tank #25"
	{
		"Gunner Ability"
		{
			"Human Ability"				"1"
			"Human Ammo"				"2"
			"Ability Enabled"			"1"
			"Ability Message"			"1"
			"Gunner Accuracy"			"2.0"
			"Gunner Bullets"			"3"
			"Gunner Chance"				"33.3"
			"Gunner Clip Size"			"30"
			"Gunner Damage"				"5.0"
			"Gunner Duration"			"5.0"
			"Gunner Gun Type"			"0"
			"Gunner Interval"			"1.0"
			"Gunner Load Time"			"1.0"
			"Gunner Range"				"500.0"
			"Gunner Reaction Time"			"1.0"
			"Gunner Target Type"			"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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