Npc tripmine: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 10: Line 10:
== Convars ==
== Convars ==
{{varcom|start}}
{{varcom|start}}
{{varcom|sk_plr_dmg_tripmine|0||sk_plr_dmg_tripmine}}
{{varcom|sk_plr_dmg_tripmine|0||m_flDamage is set to this}}
ConVar    sk_npc_dmg_tripmine ( "sk_npc_dmg_tripmine","0");
{{varcom|sk_tripmine_radius|0||m_DmgRadius is set to this but value 200 seems to always be used}}
ConVar    sk_tripmine_radius ( "sk_tripmine_radius","0");
{{varcom|sk_npc_dmg_tripmine|0||unused}}
{{varcom|end}}
{{varcom|end}}



Revision as of 09:12, 13 May 2025

Source Engine ( General | Half-Life: Source | Black Mesa )
edit

Stub

This article or section is a stub. You can help by expanding it.

Icon-NotInFGD.png
This entity is not in the FGD by default.
C++ Class hierarchy
CTripmineGrenade
CBaseGrenade
CBaseProjectile
CBaseAnimating
CBaseEntity
C++ grenade_tripmine.cpp
Npc tripmine-example.jpg

npc_tripmine is an entity available in Half-Life 2: Deathmatch Half-Life 2: Deathmatch. Entity that is spawned when using weapon_slam on a wall. This entity automatically creates its red beam using beam entity and its explosion using env_explosion.

Note.pngNote:Tripmines in Half-Life 2 Half-Life 2 maps are created as combination of 2 func_breakables, trigger_once, env_beam, info_target and env_explosion

Convars

Cvar/Command Parameters or default value Descriptor Effect
sk_plr_dmg_tripmine 0 m_flDamage is set to this
sk_tripmine_radius 0 m_DmgRadius is set to this but value 200 seems to always be used
sk_npc_dmg_tripmine 0 unused

See also