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.
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[[File:Suppressor 1.jpg|300px|thumb|right]] | [[File:Suppressor 1.jpg|300px|thumb|right]] | ||
{{distinguish|npc_combine_cannon|desc1=An unused Episode Two entity}} | {{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 top of the [[Nexus Building]] from {{ent|d3_c17_10a}} in the chapter [["Follow Freeman!"]] of | {{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| Mortar damage is hardcoded within Source, and as such cannot be changed via entity parameters.}} | {{bug|tested={{bms}}|Mortar damage is hardcoded within Source, and as such cannot be changed via entity parameters.}} | ||
{{bug| In {{portal2|4}} | {{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?}}}} | ||
{{note| In {{hls|4}} this entity is very different from other games. | {{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| | {{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== | ==Flags== | ||
{{Fl BaseTank}} | {{Fl BaseTank}} | ||
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==Inputs== | ==Inputs== | ||
{{I|ShootGun|nofgd=1|Shoot the gun.}} | {{I|ShootGun|nofgd=1|Shoot the gun.}} | ||
{{I|FireAtWill|Allow | {{I|FireAtWill|Allow the mortar to fire the next shot as soon as it's ready.}} | ||
{{I BaseTank}} | {{I BaseTank}} | ||
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
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