Func bomb target: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (removed {{DISPLAYTITLE}}, covered by the base point multi template)
(updates)
Line 1: Line 1:
{{base brush multi|func_bomb_target|game1=Counter-Strike: Source|game2=Counter-Strike: Global Offensive}}
{{lang|Func bomb target}}
{{base brush multi|func_bomb_target|game1=Counter-Strike: Source|game2=Counter-Strike: Global Offensive}} It marks where the bomb can be planted. The Terrorist holding the bomb must be able to touch the volume to plant. The radar will automatically label a <code>func_bomb_target</code> as either "A" or "B", depending on which one was created first.


==Entity description==
{{code class|CBombTarget|func_bomb_target.cpp}}
An invisible brush-based entity used to mark where the bomb can be planted. If a Terrorist is inside the '''func_bomb_target''', then they can plant the bomb. The radar will automatically label a '''func_bomb_target''' as either "A" or "B". The first created ''''func_bomb_target''' will be "A" and the second will be "B".


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV|Heist Mode bomb Target (heistbomb)|bool|Tells the bomb target that it's designed for the Heist game mode.}}
 
{{KV|Bomb Mount Target|targetname|Optionally, have the bomb be forced to a specific position and orientation after being planted. The position and angles are determined by the ones of a specified {{ent|info_target}}.}}
{{KV Parentname}}
{{KV BaseTrigger}}
==={{game link|Counter-Strike: Global Offensive}} only:===
{{KV BaseEntity}}
{{KV|Heist Mode bomb Target|bool|This is a Bomb Target designed for the Heist game mode.}}
 
{{KV|Bomb Mount Target|string|
 
A named info_target will suffice as a bomb_mount_target.  Type in the info_target's name for the Bomb Mount Target.  When planted anywhere in the site, the bomb will snap to the info_target's origin and snap to its angles as well.  This allows you to define exactly where a planted bomb will be. Handy for specific objective destruction.  Or, teleporting a bomb to the otherside of the map, way away from the bombsite volume it was planted in.}}


==Inputs==
==Inputs==
{{I Trigger}}
{{IO|BombExplode|nofgd=1|Pretend the bomb exploded; fires the <code>BombExplode</code> output.}}
{{IO|BombDefused|nofgd=1|Pretend the bomb was defused; fires the <code>BombDefused</code> output.}}
{{IO|BombPlanted|nofgd=1|Pretend the bomb was planted; fires the <code>BombPlanted</code> output.}}
{{I BaseTrigger|notf2=1}}
{{I BaseEntity}}


==Outputs==
==Outputs==
{{I Trigger}}
{{IO|BombExplode|Fires when the bomb explodes.}}
{{IO|BombExplode|Fires when the bomb explodes.|}}
{{IO|BombDefused|Fires when the bomb is defused.}}
{{IO|BombDefused|Fires when the bomb is defused.|}}
{{IO|BombPlanted|Fires when the bomb is planted.}}
{{IO|BombPlanted|Fires when the bomb is planted.|}}
{{O BaseTrigger}}
{{O BaseEntity}}

Revision as of 13:06, 5 October 2018

English (en)Translate (Translate)

Template:Base brush multi It marks where the bomb can be planted. The Terrorist holding the bomb must be able to touch the volume to plant. The radar will automatically label a func_bomb_target as either "A" or "B", depending on which one was created first.

C++ In code, it is represented by theCBombTargetclass, defined in thefunc_bomb_target.cppfile.

Keyvalues

Heist Mode bomb Target (heistbomb) ([todo internal name (i)]) <boolean>
Tells the bomb target that it's designed for the Heist game mode.
Bomb Mount Target ([todo internal name (i)]) <targetname>
Optionally, have the bomb be forced to a specific position and orientation after being planted. The position and angles are determined by the ones of a specified info_target.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Inputs

BombExplode  !FGD
Pretend the bomb exploded; fires the BombExplode output.
BombDefused  !FGD
Pretend the bomb was defused; fires the BombDefused output.
BombPlanted  !FGD
Pretend the bomb was planted; fires the BombPlanted output.
BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.


Outputs

BombExplode
Fires when the bomb explodes.
BombDefused
Fires when the bomb is defused.
BombPlanted
Fires when the bomb is planted.
BaseTrigger
OnStartTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
OnStartTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger.
Note.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
OnEndTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.