Heal Ability - Psykotikism/Mutant_Tanks GitHub Wiki
Purpose
The Mutant Tank gains health from other nearby infected and sets survivors to temporary health who will die when they reach 0 HP.
Requirements
Requires mt_abilities.smx
to be compiled with mt_heal.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 does not apply to the range ability.
// 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 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 does not affect the "Heal Hit" setting.
// Note: This setting can be overridden for specific players.
// --
// 0: OFF
// 1: ON, the Mutant Tank can give survivors temporary health.
// 2: ON, the Mutant Tank can absorb health from nearby infected.
// 3: ON, the Mutant Tank can do both.
"Ability Enabled" "0"
// Show a screen fade effect when the Mutant Tank uses its abilities.
// Note: The colors will randomly change between the colors set in the "Skin Color" and "Glow Color" settings.
// Note: This setting can be overridden for specific players.
// --
// Add up numbers together for different results.
// --
// Minimum: 0
// Maximum: 7
// --
// 0: OFF
// 1: Show effect when the Mutant Tank uses its claw/rock attack.
// 2: Show effect when the Mutant Tank is hit by a melee weapon.
// 4: Show effect when the Mutant Tank uses its range ability.
// --
// Keywords:
// "none"/"off" - 0
// "attack" - 1
// "hurt" - 2
// "attack,hurt" - 3
// "range" - 4
// "attack,range" - 5
// "hurt,range" - 6
// "attack,hurt,range" - 7
"Ability Effect" "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: 7
// --
// 0: OFF
// 1: Display message only when "Heal Hit" is enabled.
// 2: Display message only when "Ability Enabled" is set to "1" or "3".
// 4: Display message only when "Ability Enabled" is set to "2" or "3".
// --
// Keywords:
// "none"/"off" - 0
// "hit" - 1
// "ability" - 2
// "hit,ability" - 3
// "rock" - 4
// "hit,rock" - 5
// "ability,rock" - 6
// "hit,ability,rock"/"all" - 7
"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 distance between an infected and the Mutant Tank needed to trigger the 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
"Heal Absorb Range" "500.0"
// The amount of temporary health given to survivors.
// Note: This setting does not need the "Ability Enabled" setting to be set to "1".
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1.0
// Maximum: 1000000.0
"Heal Buffer" "100.0"
// 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
"Heal Chance" "33.3"
// The cooldown for the Mutant Tank's main/hit 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
"Heal 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
"Heal Duration" "0"
// The Mutant Tank's healing gives it a glow outline when activated.
// Note: Only available in Left 4 Dead 2.
// Note: This setting relies on the glow settings under the "Tank #/Glow" section.
// Note: This setting can be overridden for specific players.
// --
// 0/"disabled"/"false"/"off"/"no": OFF
// 1/"enabled"/"true"/"on"/"yes": ON
"Heal Glow" "1"
// Enable the Mutant Tank's claw/rock attack.
// Note: This setting does not need the "Ability Enabled" setting 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
"Heal Hit" "0"
// The mode of the Mutant Tank's claw/rock attack.
// Note: This setting can be overridden for specific players.
// --
// 0: Both
// 1: Ability activates when the Mutant Tank hits a survivor.
// 2: Ability activates when the Mutant Tank is hit by a survivor.
// --
// Keywords:
// "both"/"all" - 0
// "tank"/"attack" - 1
// "survivor"/"hurt" - 2
"Heal Hit Mode" "0"
// The Mutant Tank receives health from nearby 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
"Heal Interval" "5.0"
// 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
"Heal Range" "150.0"
// The Mutant Tank has this many chances out of 100.0% to trigger the range 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
"Heal Range Chance" "15.0"
// The cooldown for the Mutant Tank's range 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
"Heal Range Cooldown" "0"
// The Mutant Tank receives this much health from nearby common infected.
// Note: This setting can be overridden for specific players.
// --
// Minimum: -1000000
// Maximum: 1000000
// --
// Positive numbers: Current health + Health from commons
// Negative numbers: Current health - Health from commons
"Health From Commons" "50"
// The Mutant Tank receives this much health from other nearby special infected.
// Note: This setting can be overridden for specific players.
// --
// Minimum: -1000000
// Maximum: 1000000
// --
// Positive numbers: Current health + Health from specials
// Negative numbers: Current health - Health from specials
"Health From Specials" "100"
// The Mutant Tank receives this much health from other nearby Tanks.
// Note: This setting can be overridden for specific players.
// --
// Minimum: -1000000
// Maximum: 1000000
// --
// Positive numbers: Current health + Health from Tanks
// Negative numbers: Current health - Health from Tanks
"Health From Tanks" "500"
Example Format/Usage
"Mutant Tanks"
{
"Tank #26"
{
"Heal Ability"
{
"Human Ability" "1"
"Human Ammo" "2"
"Human Duration" "6"
"Ability Enabled" "2"
"Ability Effect" "7"
"Ability Message" "5"
"Heal Absorb Range" "500.0"
"Heal Buffer" "100.0"
"Heal Chance" "33.3"
"Heal Duration" "0"
"Heal Hit" "1"
"Heal Hit Mode" "0"
"Heal Interval" "5.0"
"Heal Range" "150.0"
"Heal Range Chance" "15.0"
"Health From Commons" "50"
"Health From Specials" "100"
"Health From Tanks" "500"
}
}
}
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 guns and throwables to deal reliable damage from medium to long range, since hitting the Tank with melee weapons or getting hit by the Tank will set you to black & white with temporary health.
Multiplayer
- You and your teammates will have to take turns distracting the Tank.
- Be smart with your ammunition and throwables by coordinating with your team.
- If you can stun the Tank, open fire on it as a team to finish it off quickly.
- Look out for teammates affected by this ability and heal them if possible.
- You may have to risk taking hits for your teammates to make sure they don't go down.
- Communicate to your team when you're black & white with temporary health so they can prepare to heal or revive you.
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.
- There are some abilities, such as Ice and Slow, that can make this ability seem impossible to avoid, but as long as you keep your distance from the Tank, they shouldn't be a problem.