Combine mine: Difference between revisions
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Note:This entity may also use
Note:
Placement Tip:Make sure your skybox is at least ~1024 units above the ground, or the mine may hit the skybox brushes and explode for no apparent reason if they are punted upward with the gravity gun.
Bug:Mines determine if they are on solid ground by drawing a line down from their center and checking if the line hits an entity or world geometry first. This can lead to them falsely interpreting the player's head or certain physics objects (or combinations of them) as the ground, causing them to float in the air when the player/object moves. This can be fixed in code by changing the line distance from 1024 units to something much smaller like 8. [todo tested in ?]
Bug:If the player grabs a scanner while it holds a mine, the scanner will not drop it until the player lets go. [todo tested in ?]
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
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{{lang|Combine mine}} | {{lang|Combine mine}} | ||
[[File: | [[File:combine mine.jpg|300px|thumb|right|Combine Mine]] | ||
[[File:Combine mine traceline.png|300px|thumb|right|Demonstration of the first bug. Once the mine has settled, it checks what is below it. Since there's a gap in the middle, the first thing the line encounters is the world.]] | |||
{{hl2 point|combine_mine}} The Hopper Mine is an anti-personnel proximity mine that hops into the air towards the target before exploding, much like a bouncing betty. These mines are carried and deployed by [[npc_clawscanner|Claw Scanners]]. | {{hl2 point|combine_mine}} The Hopper Mine is an anti-personnel proximity mine that hops into the air towards the target before exploding, much like a bouncing betty. These mines are carried and deployed by [[npc_clawscanner|Claw Scanners]]. | ||
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{{note|<code>combine_mine</code>s are not considered actual NPCs ({{ent|CAI_BaseNPC}}) by the game. They inherit from {{ent|CBaseAnimating}}.}} | {{note|<code>combine_mine</code>s are not considered actual NPCs ({{ent|CAI_BaseNPC}}) by the game. They inherit from {{ent|CBaseAnimating}}.}} | ||
{{Placement Tip|Make sure your skybox is at least ~1024 units above the ground, or the mine may hit the skybox brushes and explode for no apparent reason if they are punted | {{Placement Tip|Make sure your skybox is at least ~1024 units above the ground, or the mine may hit the skybox brushes and explode for no apparent reason if they are punted upward with the gravity gun.}} | ||
{{bug|Mines | {{bug|Mines determine if they are on solid ground by [[UTIL_TraceLine|drawing a line]] down from their center and checking if the line hits an entity or world geometry first. This can lead to them falsely interpreting the player's head or certain physics objects (or combinations of them) as the ground, causing them to float in the air when the player/object moves. This can be fixed in code by changing the line distance from 1024 units to something much smaller like 8.}} | ||
{{bug|If the player grabs a scanner while it holds a mine, the scanner will not drop it until the player lets go.}} | {{bug|If the player grabs a scanner while it holds a mine, the scanner will not drop it until the player lets go.}} | ||
{{stray ent|{{portal}}}} | |||
{{code class|CBounceBomb|combine_mine.cpp}} | {{code class|CBounceBomb|combine_mine.cpp}} | ||
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{{KV|Explosion Damage (ExplosionDamage)|nofgd=1|int|Manually adjust damage from explosion. {{todo|When is this used? It doesn't appear in code.}}}} | {{KV|Explosion Damage (ExplosionDamage)|nofgd=1|int|Manually adjust damage from explosion. {{todo|When is this used? It doesn't appear in code.}}}} | ||
{{KV|Explosion Radius (ExplosionRadius)|nofgd=1|int|Manually adjust range of explosion. {{todo|When is this used? It doesn't appear in code.}}}} | {{KV|Explosion Radius (ExplosionRadius)|nofgd=1|int|Manually adjust range of explosion. {{todo|When is this used? It doesn't appear in code.}}}} | ||
{{KV|Explosion Delay (ExplosionDelay)|nofgd=1|float|{{ | {{KV|Explosion Delay (ExplosionDelay)|nofgd=1|float|{{confirm|Seen in code, but doesn't appear to function?}}}} | ||
{{KV BaseAnimating|base=1}} | {{KV BaseAnimating|base=1}} | ||
{{KV BaseEntity|base=1}} | {{KV BaseEntity|base=1}} |
Revision as of 03:44, 16 September 2018
Template:Hl2 point The Hopper Mine is an anti-personnel proximity mine that hops into the air towards the target before exploding, much like a bouncing betty. These mines are carried and deployed by Claw Scanners.

bounce_bomb
or combine_bouncemine
for the classname.
combine_mine
s are not considered actual NPCs (CAI_BaseNPC) by the game. They inherit from CBaseAnimating.


Keyvalues
- Bounce (bounce) ([todo internal name (i)]) <boolean>
- Whether the mine should bounce up in the air before exploding. (Normally they do, to improve their damage on infantry, but things like very soft clamping surfaces and additional attachments, may make hopping look unrealistic.)
- Lock Silently (LockSilently) ([todo internal name (i)]) <boolean>
- Whether the mine plays a sound when its clamps close.
- Start Disarmed (StartDisarmed) ([todo internal name (i)]) <boolean>
- Whether the mine begins dormant.
- Citizen modified (Modification) ([todo internal name (i)]) <integer>
- 'Normal' is default Combine behavior. 'Cavern' (used in This Vortal Coil) detonates earlier in its jump, and in Episode 2 has a different default skin.
Confirm:The skin can be added in games pre-Episode 2 as well.
- Explosion Damage (ExplosionDamage) ([todo internal name (i)]) <integer> !FGD
- Manually adjust damage from explosion. Todo: When is this used? It doesn't appear in code.
- Explosion Radius (ExplosionRadius) ([todo internal name (i)]) <integer> !FGD
- Manually adjust range of explosion. Todo: When is this used? It doesn't appear in code.
- Explosion Delay (ExplosionDelay) ([todo internal name (i)]) <float> !FGD
Confirm:Seen in code, but doesn't appear to function?

Inputs
- Disarm
- Disarm this mine (open hooks and shut off) if not placed by player.

Outputs
- OnPulledUp
- Fired when this mine is uprooted with the gravity gun.
