helicopter_bomb

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The helicopter mine model from EP2.

Contents

Entity Description

A time-bomb dropped by the npc_helicopter. The timer is only activated when the bomb comes in contact with the world geometry, or any props. Although picking up the Episode 2 bombs with the Gravity Gun will delay the timer. Upon touching an NPC or most other props it will detonate immediately. The bombs are also buoyant.

Dedicated Console Variables

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.

Flags

  • 65536 : Disables the mine's detonation timer.

Inputs

  • ExplodeIn 
    <float> Tells the bomb to explode in X seconds.
  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.

Outputs

  • OnPhysGunOnlyPickup 
    <void> Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.
  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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