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Recall Ability
Psykotikism edited this page Nov 27, 2023
·
3 revisions
The Mutant Tank time travels to annoy survivors.
Requires mt_abilities2.smx
to be compiled with mt_recall.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" ""
// 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"
// 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"
// Human-controlled Mutant Tanks must wait this long before using their range 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 Range 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: OFF
// 1: ON, the Mutant Tank can recall to the past.
// 2: ON, the Mutant Tank can blink in any direction.
// 3: ON, the Mutant Tank can do both.
"Ability Enabled" "0"
// Display a message whenever the abilities activate/deactivate.
// Note: This setting can be overridden for specific players.
// --
// Add up numbers together for different results.
// --
// Minimum: 0
// Maximum: 3
// --
// 0: OFF
// 1: Display message only when "Ability Enabled" is set to "1" or "3".
// 2: Display message only when "Ability Enabled" is set to "2" or "3".
"Ability Message" "0"
// The Mutant Tank has this many chances out of 100.0% to trigger the blink ability.
// 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
"Recall Blink Chance" "50.0"
// The cooldown for the Mutant Tank's blink ability.
// 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
"Recall Blink Cooldown" "0"
// The Mutant Tank can blink this many times before a cooldown is triggered.
// Note: This setting is ignored when the "Recall Blink Cooldown" setting is set to "0".
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0 (OFF)
// Maximum: 99999 (Highest)
"Recall Blink Count" "5"
// The distance of the Mutant Tank's blink ability.
// 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
"Recall Blink Range" "150.0"
// The Mutant Tank has this many chances out of 100.0% to trigger the rewind ability.
// 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
"Recall Rewind Chance" "100.0"
// The Mutant Tank will be cleansed from bile bombs and fires when using its rewind ability.
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Recall Rewind Cleanse" "1"
// The cooldown for the Mutant Tank's rewind ability.
// 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
"Recall Rewind Cooldown" "5"
// This is how far in seconds that the Mutant Tank's rewind ability can go back to.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1
// Maximum: 30
"Recall Rewind Lifetime" "30"
// The mode of the Mutant Tank's rewind ability.
// Note: This setting can be overridden for specific players.
// --
// 0: Both
// 1: Rewind health only.
// 2: Rewind location only.
"Recall Rewind Mode" "0"
// The percentage threshold that the Mutant Tank's health needs to be under to trigger the rewind ability.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (OFF)
// Maximum: 1.0 (Full)
"Recall Rewind Threshold" "0.5"
"Mutant Tanks"
{
"Tank #51"
{
"Recall Ability"
{
"Human Ability" "1"
"Human Ammo" "5"
"Ability Enabled" "3"
"Ability Message" "3"
"Recall Blink Chance" "50.0"
"Recall Blink Count" "5"
"Recall Blink Range" "150.0"
"Recall Rewind Chance" "100.0"
"Recall Rewind Cleanse" "1"
"Recall Rewind Cooldown" "5"
"Recall Rewind Lifetime" "30"
"Recall Rewind Mode" "0"
"Recall Rewind Threshold" "0.5"
}
}
}
- 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.
- 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 burst-fire the Tank to trigger its rewind ability, which can reposition the Tank and give it more health if your team doesn't keep track of it.
- 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.