Grenade tripmine (Black Mesa): Difference between revisions
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{{ | {{TabsBar|main=Npc tripmine}} | ||
{{note| | {{CDA|CGrenade_Tripmine|CBlackMesaBaseDetonator|CBaseAnimating|CBaseEntity|}} | ||
[[File:Grenade_tripmine.png|200px|right]] | |||
{{This is a|model entity|name=grenade_tripmine|game=Black Mesa}} The grenade entity that is used by {{ent|weapon_tripmine}}. This is an explosive that emits a laser when placed on a surface and it explodes when something touches its laser. [[Steam]] versions use console variables to configure this entity, the mod version provides exclusive inputs and outputs that are cut in Steam versions of the game. | |||
{{note|Can't be placed on {{ent|prop_physics}} in Steam versions of the game. Doesn't affect the other entities that you can use as a physics prop.}} | |||
{{note|In the mod version, tripmine converts into pick up entity if wasn't activated and the surface moved away. In Steam versions, it explodes in such case.}} | |||
{{tip|[[NPCs]] ignoring laser from this entity. You can use a brush entity with [[Tool_textures_(Source)#npcclip|NPC Clip]] texture to fix this.}} | |||
{{bug|hidetested=1| | |||
* Teleporting this entity or moving it will '''not''' teleport/shift the beam end point (you can workaround it by changing {{ent|beamteam}} origin). | |||
* Doesn't explode if you break {{ent|func_breakable_surf}}. | |||
* Doesn't explode on activated [[func_conveyor_bms|conveyors]] (there is no such ability to limit the ability to place tripmines in certain areas). | |||
* It can be placed on [[skybox]]. | |||
* Explodes instantly if placed on a [[prop_ragdoll|ragdoll]] {{only|{{bms12}}}}. | |||
* Doesn't gib [[Prop ragdoll|ragdolls]] {{not|{{bms12}}}}. | |||
* Can't be triggered by [[Physics_optimization|debris]] and pickup entities {{not|{{bms12}}}}. | |||
* The {{ent|beamteam}} will point at {{ent|worldspawn}} for end position after [[Level Transitions|level transition]], also will not be removed if tripmine is removed. | |||
* The {{ent|spriteteam}} will not be displayed after [[Level Transitions|level transition]], also will not be removed if tripmine is removed. | |||
* If the tripmine wasn't activated before level transition, it will never be activated. | |||
* Explodes after level transition {{only|{{bms12}}}}. | |||
}} | |||
==Beam and glow colors== | |||
The laser and sprite for the glow are {{ent|beamteam}} and {{ent|spriteteam}} entities (the mod version are using {{ent|beam}} and {{ent|env_sprite}} entities). They are using blue color for all tripmines in singleplayer and deathmatch mode, tripmines placed by client in team deathmatch are also using blue color (only on client side). Orange color used for tripmines, placed by scientists in team deathmatch, green for [[HECU]] soldiers. There are also gray color for tripmines with unassigned team in team deathmatch, usually used for pre-placed tripmines. | |||
{{tip|You can change the color by using ''Color'' input and even use different colors for different tripmines, just spawn a group of tripmines earlier than others and fire this input after 4 seconds. This tip doesn't work in team deathmatch.}} | |||
==Triggering== | |||
Tripmines can be triggered by anything, except some specific [[Collision groups|collision groups]] (the reason why you can't trigger a tripmine with a pickup entity or debris in [[Steam]] version of the game). You can't trigger your teammates tripmine, although you still can trigger your own. | |||
==Collision== | |||
In Steam versions, tripmines can collide with everything when activated. This allows player to stay on them and even climb to skip some sections of your level. Trigger volumes doesn't work with this entity until it is activated. While As long as it's not solid, it doesn't care if anything is in the [[Bounding box|bounding box]], so the player or any other object can stuck in tripmine after the timer finished. Tripmine can't be damaged until it is activated. | |||
Tripmines doesn't provide any collision for players in the mod version. | |||
== Inputs == | == Inputs == | ||
{{ | {{I|TripmineActivate|Activate the tripmine turning on the laser. Fired by this entity after 3.40 seconds.|nofgd=1}} | ||
{{I | {{I|Detonate|param=void|Detonates tripmine.}} | ||
{{I|SetTimer|param=float|Sets amount of time before detonate.|only={{bms12}}}} | |||
{{I|SetThrower|param=void|Fired by this entity when placed. Doesn't do anything.|only={{bms12}}}} | |||
== Outputs == | == Outputs == | ||
{{O | {{O|OnDetonate|param=void|Fired by this entity when detonated.}} | ||
== Dedicated [[ConVars]] == | |||
{{Bms|4|nt=2}} | |||
{{varcom|start}} | |||
{{varcom|sk_detenator_tripmine_health|1|[[Float]]|Amount of health for tripmine. With 0 and below it will have endless amount of health, so it can be exploded with input or by laser triggering. | |||
{{tip|Changes applies only for tripmine that was spawned after this change, so you can have tripmines with different health values.}} | |||
}} | |||
{{varcom|sk_detenator_tripmine_plr_dmg_radius|300|Float|Damage radius for player's tripmine.}} | |||
{{varcom|sk_detenator_tripmine_npc_dmg|150|Float|Damage scale for a tripmine that does not belong to the player.}} | |||
{{varcom|sk_detenator_tripmine_npc_dmg_radius|300|Float|Damage radius for a tripmine that does not belong to the player.}} | |||
{{varcom|sk_detenator_tripmine_draw_bounds|0|Float|Doesn't seems to affect anything.}} | |||
{{varcom|end}} | |||
{{Bms12|4}} | |||
{{varcom|start}} | |||
{{varcom|sk_plr_dmg_grenade_tripmine|100|Float|Amount of damage that tripmine will deal when exploded.}} | |||
{{varcom|sk_npc_dmg_grenade_tripmine|0|Float|Not used for anything. NPCs can't place tripmines. Tripmines placed in map editor or {{command|ent_create|grenade_tripmine}} are using value from previous console variable for damage.}} | |||
{{varcom|end}} | |||
==See Also== | |||
*{{ent|weapon_tripmine}} - the weapon tripmine entity | |||
*{{ent|item_weapon_tripmine}} - the pickup tripmine entity |
Latest revision as of 00:53, 11 June 2025
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CGrenade_Tripmine |
grenade_tripmine
is a model entity available in Black Mesa. The grenade entity that is used by weapon_tripmine. This is an explosive that emits a laser when placed on a surface and it explodes when something touches its laser. Steam versions use console variables to configure this entity, the mod version provides exclusive inputs and outputs that are cut in Steam versions of the game.




- Teleporting this entity or moving it will not teleport/shift the beam end point (you can workaround it by changing beamteam origin).
- Doesn't explode if you break func_breakable_surf.
- Doesn't explode on activated conveyors (there is no such ability to limit the ability to place tripmines in certain areas).
- It can be placed on skybox.
- Explodes instantly if placed on a ragdoll (only in
).
- Doesn't gib ragdolls (not in
).
- Can't be triggered by debris and pickup entities (not in
).
- The beamteam will point at worldspawn for end position after level transition, also will not be removed if tripmine is removed.
- The spriteteam will not be displayed after level transition, also will not be removed if tripmine is removed.
- If the tripmine wasn't activated before level transition, it will never be activated.
- Explodes after level transition (only in
).
Beam and glow colors
The laser and sprite for the glow are beamteam and spriteteam entities (the mod version are using beam and env_sprite entities). They are using blue color for all tripmines in singleplayer and deathmatch mode, tripmines placed by client in team deathmatch are also using blue color (only on client side). Orange color used for tripmines, placed by scientists in team deathmatch, green for HECU soldiers. There are also gray color for tripmines with unassigned team in team deathmatch, usually used for pre-placed tripmines.

Triggering
Tripmines can be triggered by anything, except some specific collision groups (the reason why you can't trigger a tripmine with a pickup entity or debris in Steam version of the game). You can't trigger your teammates tripmine, although you still can trigger your own.
Collision
In Steam versions, tripmines can collide with everything when activated. This allows player to stay on them and even climb to skip some sections of your level. Trigger volumes doesn't work with this entity until it is activated. While As long as it's not solid, it doesn't care if anything is in the bounding box, so the player or any other object can stuck in tripmine after the timer finished. Tripmine can't be damaged until it is activated.
Tripmines doesn't provide any collision for players in the mod version.
Inputs
- TripmineActivate !FGD
- Activate the tripmine turning on the laser. Fired by this entity after 3.40 seconds.
- Detonate <void>
- Detonates tripmine.
- SetTimer <float > (only in
)
- Sets amount of time before detonate.
Outputs
- OnDetonate <void>
- Fired by this entity when detonated.
Dedicated ConVars
Black Mesa: Definitive Edition
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_detenator_tripmine_health | 1 | Float | Amount of health for tripmine. With 0 and below it will have endless amount of health, so it can be exploded with input or by laser triggering.
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sk_detenator_tripmine_plr_dmg_radius | 300 | Float | Damage radius for player's tripmine. |
sk_detenator_tripmine_npc_dmg | 150 | Float | Damage scale for a tripmine that does not belong to the player. |
sk_detenator_tripmine_npc_dmg_radius | 300 | Float | Damage radius for a tripmine that does not belong to the player. |
sk_detenator_tripmine_draw_bounds | 0 | Float | Doesn't seems to affect anything. |
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_plr_dmg_grenade_tripmine | 100 | Float | Amount of damage that tripmine will deal when exploded. |
sk_npc_dmg_grenade_tripmine | 0 | Float | Not used for anything. NPCs can't place tripmines. Tripmines placed in map editor or ent_create grenade_tripmine are using value from previous console variable for damage. |
See Also
- weapon_tripmine - the weapon tripmine entity
- item_weapon_tripmine - the pickup tripmine entity