Func tankmortar: Difference between revisions
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Note: In
Half-Life: Source this entity is very different from other games. When shot, it creates a trace line at the end of which it forms an explosion. It is used for some tanks and for some guns in c2a5f and c2a5e.
Note: ar2explosion is used by the mortar when it shoots.
Note: ar2explosion is not in
Black Mesa, that means some effects may be missing. The console warns about this.
(That map is the Nexus building map, ergo this entity is the suppression device fire, kill me if I'm wrong.) |
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{{ | {{LanguageBar}} | ||
{{tabs|func_tankmortar|goldsrc=1|source=1|main=source}} | |||
{{CD|CFuncTankMortar|file1=func_tank.cpp}} | |||
[[File:Suppressor 1.jpg|300px|thumb|right]] | |||
{{distinguish|npc_combine_cannon|desc1=An unused Episode Two entity}} | |||
{{this is a|brush entity|name=func_tankmortar|game=Half-Life 2 series|game1=Portal series|game2=Counter-Strike: Global Offensive|game3=Black Mesa}} This is the [[Suppression Device]] on the top of the [[Nexus Building]] from {{ent|d3_c17_10a}} in the chapter [["Follow Freeman!"]] of [[Half-Life 2]]. When shot, the shot will be fired at the exact spot the operator is looking. Note that the operator can be potentially hit by their own shots. | |||
== | {{bug|tested={{bms}}|Mortar damage is hardcoded within Source, and as such cannot be changed via entity parameters.}} | ||
{{bug|hidetested=1|In {{portal2|4}}, mortars controllable by the player still work, but don't shoot. If the player leaves the controllable volume, the [[viewmodel]] will be invisible and the mortar will still be under control.{{Confirm|Can be fixed with plugins?}}}} | |||
It | {{note| In {{hls|4}} this entity is very different from other games. When shot, it creates a trace line at the end of which it forms an explosion. It is used for some tanks and for some guns in c2a5f and c2a5e.}} | ||
{{note| {{ent|ar2explosion}} is used by the mortar when it shoots.}} | |||
{{note| {{ent|ar2explosion}} is not in {{bms|4}}, that means some effects may be missing. The console warns about this.}} | |||
{{ | ==Flags== | ||
{{ | {{Fl BaseTank}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Explosion Magnitude|intn=iMagnitude|integer|{{confirm|Does not function?}}}} | |||
{{KV|Shell travel time|intn=firedelay|string|How long after the turret fires before the shell impacts.}} | |||
{{KV|Firing start sound|intn=firestartsound|sound|Sound when mortar begins firing.}} | |||
{{KV|Firing end sound|intn=fireendsound|sound|deprecated=1|Disabled in code.}} | |||
{{KV|Incoming Shell Sound|intn=incomingsound|sound|Sound of the shell falling on the target.}} | |||
{{KV|Incoming warning time|intn=warningtime|float|How long before the shell impacts to play the warning sound.}} | |||
{{KV|Fire time variance|intn=firevariance|float|Shots will fire between ''this much sooner'' and ''this much later''. Must be greater than 0.09 for unknown reasons.}} | |||
{{KV BaseTank}} | |||
==Inputs== | ==Inputs== | ||
{{I|ShootGun|nofgd=1|Shoot the gun.}} | |||
{{I|FireAtWill|Allow the mortar to fire the next shot as soon as it's ready.}} | |||
{{I BaseTank}} | |||
==Outputs== | ==Outputs== | ||
{{O BaseTank}} | |||
[[Category: | [[Category:Immobile NPCs]] |
Latest revision as of 12:42, 19 June 2025


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CFuncTankMortar |
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Not to be confused with npc_combine_cannon (An unused Episode Two entity).
func_tankmortar
is a brush entity available in Half-Life 2 series,
Portal series,
Counter-Strike: Global Offensive, and
Black Mesa. This is the Suppression Device on the top of the Nexus Building from d3_c17_10a in the chapter "Follow Freeman!" of Half-Life 2. When shot, the shot will be fired at the exact spot the operator is looking. Note that the operator can be potentially hit by their own shots.





Flags
|
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Explosion Magnitude (iMagnitude) <integer>
Confirm:Does not function?
- Shell travel time (firedelay) <string>
- How long after the turret fires before the shell impacts.
- Firing start sound (firestartsound) <sound>
- Sound when mortar begins firing.
Firing end sound (fireendsound) <sound>- Deprecated.
Disabled in code.
- Incoming Shell Sound (incomingsound) <sound>
- Sound of the shell falling on the target.
- Incoming warning time (warningtime) <float>
- How long before the shell impacts to play the warning sound.
- Fire time variance (firevariance) <float>
- Shots will fire between this much sooner and this much later. Must be greater than 0.09 for unknown reasons.
|
Inputs
- ShootGun !FGD
- Shoot the gun.
- FireAtWill
- Allow the mortar to fire the next shot as soon as it's ready.
|
Outputs
|