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. 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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{{bug| 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?}}}}  | {{bug| 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. 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| 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|   | {{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}}  | ||
Revision as of 06:45, 18 June 2025
| CFuncTankMortar | 
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. 
parentnameortarget).
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
 
 
 
 
 
 
 
 
  |