Func tankmortar: Difference between revisions
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Bug: Mortar damage is hardcoded within Source, and as such cannot be changed via entity parameters. [todo tested in ?]
Note: In
Half-Life: Source this entity is very different from other games. On shoot it creates trace line at the end of which forming explosion. Using for some tanks and for guns in c2a5f and c2a5e.
Note: ar2explosion use mortar when it shoot, this entity is not in
Black Mesa, that means some effects may missed, also console warn 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|game1=Portal|game2 | {{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 HL2. The shot will be fired at the exact spot the operator is looking. Note that the operator can potentially be hit by their own shots. | ||
{{bug| Mortar damage is hardcoded within Source, and as such cannot be changed via entity parameters.}} | {{bug| Mortar damage is hardcoded within Source, and as such cannot be changed via entity parameters.}} | ||
{{bug| In {{portal2|4}} mortar controllable by player still work, but don't shoot, also if leave controllable volume [[viewmodel]] will invisible and mortar still be under control.{{ | {{bug| In {{portal2|4}} mortar controllable by player still work, but don't shoot, also if leave controllable volume [[viewmodel]] will invisible and mortar still be under control.{{Confirm|Can be fixed with plugins?}}}} | ||
{{note| In {{hls|4}} this entity is very different from other games. On shoot it creates trace line at the end of which forming explosion. Using for some tanks and for guns in c2a5f and c2a5e.}} | {{note| In {{hls|4}} this entity is very different from other games. On shoot it creates trace line at the end of which forming explosion. Using for some tanks and for guns in c2a5f and c2a5e.}} | ||
{{note| [[ar2explosion]] use mortar when it shoot, this entity is not in {{bms|4}}, that means some effects may missed, also console warn about this.}} | {{note| [[ar2explosion]] use mortar when it shoot, this entity is not in {{bms|4}}, that means some effects may missed, also console warn about this.}} |
Revision as of 02:04, 6 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 top of the Nexus Building from d3_c17_10a in the chapter "Follow Freeman!" of HL2. The shot will be fired at the exact spot the operator is looking. Note that the operator can potentially be hit by their own shots.





Flags
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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 tank to fire the next shot as soon as it's ready.
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Outputs
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