Func bomb target: Difference between revisions

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==Entity description==
==Entity description==
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.
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 func_bomb_targets as either "A" or "B". The first created func_bomb_target will be "A" and the second will be "B".


==Keyvalues==
==Keyvalues==

Revision as of 00:36, 12 August 2013

Template:Base brush multi

Entity description

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 func_bomb_targets as either "A" or "B". The first created func_bomb_target will be "A" and the second will be "B".

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities


Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Counter-Strike: Global Offensive Counter-Strike: Global Offensive only:

Heist Mode bomb Target ([todo internal name (i)]) <integer>
This is a Bomb Target designed for the Heist game mode.


Bomb Mount Target ([todo internal name (i)]) <integer>

Inputs

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

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.
BombExplode
Fires when the bomb explodes.
BombDefused
Fires when the bomb is defused.
BombPlanted
Fires when the bomb is panted.