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Medic Ability

Psykotikism edited this page Nov 27, 2023 · 8 revisions

Purpose

The Mutant Tank heals nearby special infected.

Requirements

Requires mt_abilities2.smx to be compiled with mt_medic.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"				""

// 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'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"

// Human-controlled Mutant Tanks must wait this long before using their rock ability 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 Rock Cooldown"			"0"

// 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"

// Check line-of-sight when the Mutant Tank uses its abilities.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0
// Maximum: 5
// --
// 0: OFF
// 1: Check if there is a solid object between the Mutant Tank and survivors.
// 2: Option 1 + Check if the Mutant Tank is looking toward the survivors.
// 3: Option 1 + Check if the Mutant Tank is looking away from the survivors.
// 4: Option 1 + Check if the survivors are looking toward the Mutant Tank.
// 5: Option 1 + Check if the survivors are looking away from the Mutant Tank.
"Ability Sight"				"0"

// The damage buff multiplier given to nearby special infected. 
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (OFF)
// Maximum: 99999.0 (Strongest)
"Medic Buff Damage"			"1.25"

// The resistance buff multiplier given to nearby special infected. 
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (OFF)
// Maximum: 1.0 (None)
"Medic Buff Resistance"			"0.75"

// The speed buff multiplier given to nearby special infected. 
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (OFF)
// Maximum: 10.0 (Fastest)
"Medic Buff Speed"			"1.25"

// 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
"Medic Chance"				"33.3"

// 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
"Medic 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
"Medic Duration"			"0"

// The Mutant Tank creates a healing field visual effect around it when healing fellow special infected.
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Medic Field"				"1"

// These are the RGB values of the Mutant Tank's healing field'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
"Medic Field Color"			"0,255,0"

// The Mutant Tank gives special infected this much health each time.
// Note: This setting can be overridden for specific players.
// --
// Minimum: -1000000
// Maximum: 1000000
// --
// Positive numbers: Current health + Medic health
// Negative numbers: Current health - Medic health
// --
// 1st number = Health given to Smokers.
// 2nd number = Health given to Boomers.
// 3rd number = Health given to Hunters.
// 4th number = Health given to Spitters.
// 5th number = Health given to Jockeys.
// 6th number = Health given to Chargers.
// 7th number = Health given to Tanks.
"Medic Health"				"25,25,25,25,25,25,25"

// The Mutant Tank heals nearby special infected 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
"Medic Interval"			"5.0"

// The special infected's max health.
// Note: The Mutant Tank will not heal special infected if they already have this much health.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1
// Maximum: 1000000
// --
// 1st number = Smoker's maximum health.
// 2nd number = Boomer's maximum health.
// 3rd number = Hunter's maximum health.
// 4th number = Spitter's maximum health.
// 5th number = Jockey's maximum health.
// 6th number = Charger's maximum health.
// 7th number = Tank's maximum health.
"Medic Max Health"			"250,50,250,100,325,600,8000"

// The distance between a survivor 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
"Medic Range"				"500.0"

// The Mutant Tank's rock heals nearby special infected.
// Note: This does not need "Ability Enabled" to be set to "1".
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Medic Rock Break"			"0"

// The Mutant Tank's rock has this many chances out of 100.0% to trigger the rock break 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
"Medic Rock Chance"			"33.3"

// The cooldown for the Mutant Tank's rock 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
"Medic Rock Cooldown"			"0"

// The Mutant Tank heals itself when healing nearby special infected.
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Medic Symbiosis"			"1"

Example Format/Usage

"Mutant Tanks"
{
	"Tank #40"
	{
		"Medic Ability"
		{
			"Human Ability"				"1"
			"Human Ammo"				"2"
			"Human Duration"			"6"
			"Ability Enabled"			"1"
			"Ability Message"			"1"
			"Medic Buff Damage"			"1.25"
			"Medic Buff Resistance"			"0.75"
			"Medic Buff Speed"			"1.25"
			"Medic Chance"				"100.0"
			"Medic Duration"			"5"
			"Medic Field"				"1"
			"Medic Field Color"			"0,255,0"
			"Medic Health"				"25,25,25,25,25,25,100"
			"Medic Interval"			"1.0"
			"Medic Max Health"			"250,50,250,100,325,600,10000"
			"Medic Range"				"500.0"
			"Medic Rock Break"			"1"
			"Medic Rock Chance"			"33.3"
			"Medic Symbiosis"			"1"
		}
	}
}

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.
  • Communicate to your team to quickly kill any nearby special infected, especially other Tanks, since this ability will keep healing them.

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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