Left 4 Dead 2

Left 4 Dead 2

Passive Tank
 This topic has been pinned, so it's probably important
Taut  [developer] 8 Feb @ 4:05pm
Passive Tank: Settings
Settings
AllowExtraFrustrationTime
Determines whether the Tank is allowed to obtain extra frustration time if he is attacking the survivors.
AvoidMolotovs
Allows the Tank to attempt to avoid going near areas covered in fire.
BoundingHeight
How tall the tracelines will be to determine if the bounding box can fit in the desired area.
BoundingWidth
How wide the tracelines will be to determine if the bounding box can fit in the desired area.
BurningTankHealthPercent
Forces the Tank to rush in if he is on fire and the percentage of his current health is less than the value set by this option.
CanHideOnNoFlowAttributes
Determines whether the Tank is allowed to move to areas that do not follow the flow.
CanHideOnObscuredAttributes
Determines whether the Tank is allowed to move to areas marked as `OBSCURED` regardless of whether any of the survivors can see it.
DistanceCalculation
Determines how the navigation meshes will be sorted for special infected. Setting the option to `0` will sort the navigation meshes by distance, `1` will sort them by flow distance based on Units Increasing Toward Goal, `2` will sort them by flow distance based on Units Increasing Away From Start, and `3` will sort the navigation meshes by the length of the build path.
DistanceMaxPathLength
Determines how far the build path is allowed to travel.
DistanceOrder
Determines how the navigation meshes will be sorted for special infected. Setting the option to `1` will randomize the order, `2` will sort the navigation meshes from closest to farthest, and `3` will sort them from farthest to closest.
EnableBoundingCheck
Whether to utilize additional tracelines to determine whether the Tank can fit in the desired position. Disabling this option can improve performance in some situations but can cause the Tank to get stuck in odd spots more frequently.
EnablePassiveTank
Allows the Tank to go into hiding until certain factors arise (time exceeding `FrustrationTime`, survivors dominated/incapacitated by special infected, etc.).
EnablePassiveTankDuringFinales
Allows the `EnablePassiveTank` option to be active during finales.
EnableSettingsChangeInChat
Determines whether settings can be viewed or modified in chat.
FrustrationLimit
Determines how many times the Tank can be frustrated before he is forced to rush in.
FrustrationTime
How long the Tank is allowed to play passively before he becomes frustrated.
LetTankThrowOnAnyAttributes
Determines whether the Tank is allowed to throw rocks if he is standing on attributes not marked as `OBSCURED`.
NavCheckLimit
How many tracelines the `CheckHiddenSpots` function should use before being forced to stop.
NavPosChunkLimit
Determines how many times it is allowed to find a potentially valid hiding position on the given nav area before being forced to stop.
NavPosChunkSize
The minimum size required to begin picking a random vector on the nav area special infected will spawn at.
NavSearchChunks
Determines the maximum amount of navigation meshes to validate in chunks.
NavSearchLimit
Determines the maximum amount of navigation meshes to validate in total.
NearFireInterval
Determines how often the fire function will run at set intervals.
NearInfernoFlowDist
How close the Tank needs to be to an inferno in flow distance for him to scan his current build path for damaging nav areas.
NearInfernoHeight
How close the Tank needs to be to an inferno in the Z axis for him to consider moving away from the affected area.
NearInfernoWidth
How close the Tank needs to be to an inferno in the X and Y axis for him to consider moving away from the affected area.
NearInfernoScalarRadius
Determines the angle of the inferno the Tank is allowed to find nav areas within to lower the chances of running into fire.
NearRockSpotProximity
How close the Tank needs to be near his rock spot before he is able to throw rocks.
NearThrownMolotovFlowDist
How close the Tank needs to be to a thrown molotov in flow distance for him to try to evade.
NearThrownMolotovRange
How close the Tank needs to be to a thrown molotov in distance for him to try to evade.
OffsetTraceToBoundingBox
Determines whether to offset the tracelines to the left and right of the bounding box with the value set by the `BoundingWidth` option.
OptimizeTankPriority
Makes the tank prioritize survivors that are not covered in vomit if special infected are in play and are neither incapacitated nor dominated by special infected.
OrganizeDistanceByHeight
Determines whether to organize nav areas by their height before sorting them.
PassiveDelay
Determines how long the Tank will be forced to wait until he is able to hide again.
PassiveFlowDist
The minimum and maximum flow distance the Tank can find a proper hiding spot to run towards.
PassiveInterval
Determines how often the fire function will run at set intervals.
PassiveSearchRange
The minimum and maximum distance the Tank can find a proper hiding spot to run towards.
PassiveStopRange
How close the survivors need to be to the Tank for him to rush in.
PassiveStopSpecialPercent
The percentage of `MaxSpecialsTank` needing to be out at once for the Tank to consider rushing in.
PassiveStopSurvivorCount
How many survivors are allowed to be alive for the Tank to consider rushing in.
PreventSettingsChangeForClients
Determines other players on the server besides the server host can view or modify settings in chat.
RockThrowRange
Determines how close the Tank needs to be to the survivors to be allowed to throw rocks.
SkipTankCelebration
Allows the Tank to skip his celebration animations whenever he hits a survivor.
ThinkInterval
Determines how often the VScript will run. Setting it to `-1` will force the VScript to run as fast as it can.
TraceCollisionForwardUnits
How far the start of the next traceline will move forward whenever it collides with a player or infected.
TraceMaskCollision
The traces to mask when determining if the bounding box of each Tank can fit in the desired area.
TraceMaskEntIgnore
How many entities can a traceline hit before it is forced to stop. Setting this option too high may cause the VScript to terminate prematurely if it takes too long to complete.
TraceMaskVision
The traces to mask when determining whether survivors can see the Tank.

Debugging
DebugDrawBoxAlpha
Determines how much of the draw box will be visible.
DebugDrawBoxRGB
Determines the color of the draw box.
DebugDrawBoxTime
Determines how long the draw box will be visible.
DebugDrawFilledAlpha
Determines how much of the filled nav area will be visible.
DebugDrawFilledRGB
Determines the color of the filled nav area.
DebugDrawFilledTime
Determines how long the filled nav area will be visible.
DebugDrawLineAlpha
Determines how much of the line will be visible.
DebugDrawLineRGB
Determines the color of the line.
DebugDrawLineTime
Determines how long the line will be visible.
DebugShowBasicInfo
Determines whether to print out basic info to the console.
DebugShowBuildPath
Determines whether to show the build path.
DebugShowCollisionLines
Determines whether to show collision lines.
DebugShowPotentiallyValidAreas
Determines whether to highlight potentially valid nav areas.
DebugShowSurvivorIntensity
Determines whether to print out survivor intensity in the console.

Survivor Status
BiledPercent
The percentage of survivors needing to be covered in vomit for special infected to spawn as soon as possible.
ImmobilePercent
The percentage of survivors needing to be immobile for special infected to spawn as soon as possible.
IntensityDecrementDelay
How long the survivor need to be out of combat for their intensity to go down.
IntensityDecrementRate
How fast the survivor's intensity goes down.
IntensityIncrementRadius
How close survivors need to be to the common and special infected for the survivor's intensity to increment when they attack.
IntensityPercent
Whether a survivor's intensity has reached a certain percentage before taking their current health into consideration.
RushingPercent
The percentage of survivors needing to be ahead of the Tank for him to consider rushing in.
SluggishHealth
How much health the survivors need to be at or below to count towards the `SluggishPercent` option.
SluggishPercent
The percentage of survivors needing to be at or below `SluggishHealth` for special infected to spawn as soon as possible.
Last edited by Taut; 19 Jun @ 10:00pm