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Ammo Ability
The Mutant Tank takes away survivors' ammunition.
Requires mt_ammo.smx to be installed.
// Admins with one or more of these access flags have access to this ability.
// --
// Empty: No access flags are immune.
// Not empty: These access flags are immune.
"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.
// --
// Empty: No immunity flags are immune.
// Not empty: These immunity flags are immune.
"Immunity Flags" ""
// 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: 999999
"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
// Maximum: 999999
"Human Cooldown" "30"
// 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.
// --
// 0: OFF
// 1: ON
"Open Areas Only" "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" "1"
// Enable this ability.
// Note: This setting does not affect the "Ammo Hit" setting.
// Note: This setting can be overridden for specific players.
// --
// 0: OFF
// 1: ON
"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.
"Ability Effect" "0"
// Display a message whenever the ability activates/deactivates.
// 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 "Ammo Hit" is enabled.
// 2: Display message only when "Ability Enabled" is enabled.
"Ability Message" "0"
// The Mutant Tank has this many chances out of 100.0% to trigger the ability.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (No chance)
// Maximum: 100.0 (Highest chance)
"Ammo Chance" "33.3"
// The Mutant Tank sets survivors' ammunition to this amount.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0
// Maximum: 25
"Ammo Count" "0"
// Enable the Mutant Tank's claw/rock attack.
// Note: This setting does not need "Ability Enabled" set to "1".
// Note: This setting can be overridden for specific players.
// --
// 0: OFF
// 1: ON
"Ammo 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.
"Ammo Hit Mode" "0"
// The distance between a survivor and the Mutant Tank needed to trigger the ability.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 1.0 (Closest)
// Maximum: 999999.0 (Farthest)
"Ammo Range" "150.0"
// The Mutant Tank has this many chances out of 100.0% to trigger the range ability.
// Note: This setting can be overridden for specific players.
// --
// Minimum: 0.0 (No chance)
// Maximum: 100.0 (Highest chance)
"Ammo Range Chance" "15.0"
"Mutant Tanks"
{
"Tank #4"
{
"Ammo Ability"
{
"Human Ability" "2"
"Human Ammo" "2"
"Human Cooldown" "120"
"Ability Enabled" "1"
"Ability Effect" "7"
"Ability Message" "0"
"Ammo Chance" "33.3"
"Ammo Count" "0"
"Ammo Hit" "1"
"Ammo Hit Mode" "0"
"Ammo Range" "150.0"
"Ammo Range Chance" "15.0"
}
}
}
Make sure there's a nearby ammo pile or gun your team can run back to incase the Mutant takes your ammo. Take turns running back and forth so the tank doesn’t follow your team back to your only source of ammo.
Use any guns you can find if the ammo for your primary gets taken. Pistols and Melee can only get you so far without taking too much lethal damage.
Let the bots take the damage for you and keep at a safe distance so the Mutant doesn't take your ammo away regardless of how far away you are.
IF not immune to fire, Burn it with a gas can or molotovs and beeline it for a safe distance as he burns to death.
Let your teammates know of ammo piles or stashes of guns that are nearby. It'll make a big difference in the long run against a Mutant with this ability.
Grab the tank's attention if someone that got their ammo taken away is being chased. It'll give that person a chance to run for ammo or a new gun and bring more firepower to the fight.
Magnums and Fast swinging melees are your best options when fighting if your ammo gets taken and there's no ammo piles or guns nearby. You can still do a decent amount of damage albeit the fight will last a little longer.
Fast. Lets the Mutant close in, take away your ammo, incapacitate you then find a new survivor to do the exact same in seconds.
Enforce. The Mutant can force survivors to hold their empty gun, making them useless and an easy target.
Gravity. Either pulls you in or pushes you into a corner. Easy targets as survivors have major difficulties moving anywhere.