Func bomb target: Difference between revisions
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Note: The
Note: This entity's trigger properties are !FGD but can be used, such as the
Important:This is a preserved entity in.
If the game has round restart mechanics this entity may not behave as expected:
(Moved notes from Creating a Bomb Defusal Map here and added back-button to that page. Added FGD code to fix missing EnableDisable, missing Bomb[...] inputs and value type of bomb_mount_target.) |
(Replaced PreservedEnt note. Improved FGD code. Replaced <source> with <pre>.) |
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<br> | <br> | ||
{{base brush multi|func_bomb_target|game1=Counter-Strike: Source|game2=Counter-Strike: Global Offensive}} | {{base brush multi|func_bomb_target|game1=Counter-Strike: Source|game2=Counter-Strike: Global Offensive}} | ||
{{Note | The <code>Heist Mode bomb Target</code> keyvalue (<code>heistbomb</code>) is an unused value and should be ignored.}} | {{Note | The <code>Heist Mode bomb Target</code> keyvalue (<code>heistbomb</code>) is an unused value and should be ignored.}} | ||
{{Note | | {{Note | This entity's trigger properties are {{not in FGD}} but can be used, such as the <code>StartDisabled</code> keyvalue and the <code>Enable/Disable/Toggle</code> inputs. To use this entity's inherited trigger I/O (<code>OnStartTouch</code>, ...), set its <code>spawnflags</code> keyvalue appropriately (default is 4097). To add all of this in [[Hammer]], see [[#FGD Code|below]].}} | ||
{{preservedEnt|0}} | |||
{{code class|CBombTarget|func_bomb_target.cpp}} | {{code class|CBombTarget|func_bomb_target.cpp}} | ||
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==Outputs== | ==Outputs== | ||
{{IO|BombExplode|Fires when the bomb explodes.}} | {{IO|BombExplode|Fires when the bomb explodes or if the <code>BombExplode</code> input is received.}} | ||
{{IO|BombDefused|Fires when the bomb is defused. {{Bug | Is not fired by normal gameplay, only with the '''<code>BombDefused</code>''' input.}} }} | {{IO|BombDefused|Fires when the bomb is defused or if the <code>BombDefused</code> input is received. {{Bug | Is not fired by normal gameplay, only with the '''<code>BombDefused</code>''' input.}} }} | ||
{{IO|BombPlanted|Fires when the bomb is planted.}} | {{IO|BombPlanted|Fires when the bomb is planted or if the <code>BombPlanted</code> input is received.}} | ||
{{O BaseTrigger}} | {{O BaseTrigger}} | ||
{{O BaseEntity}} | {{O BaseEntity}} | ||
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==[[FGD]] Code== | ==[[FGD]] Code== | ||
This code | This code | ||
* | * replaces its base classes with <code>Trigger</code> which effectively adds trigger properties such as the keyvalue <code>StartDisabled</code>, the inputs <code>Enable/Disable/Toggle/OnStartTouch/...</code> and the [[Trigger_once#Flags|trigger flags]] (1: Clients, ...). | ||
* adds the input <code>TouchTest</code> and the outputs <code>OnTouching/OnNotTouching</code> as seen in <code>trigger_multiple</code> of [[base.fgd]]. | |||
* adds the inputs <code>BombExplode/BombDefused/BombPlanted</code> with the above description. | * adds the inputs <code>BombExplode/BombDefused/BombPlanted</code> with the above description. | ||
* corrects the type of <code>bomb_mount_target</code> from <code>string</code> to <code>target_destination</code>. | * corrects the type of <code>bomb_mount_target</code> from <code>string</code> to <code>target_destination</code>. | ||
Replace the corresponding lines of {{ent|cstrike.fgd}} or {{ent|csgo.fgd}} with this. | Replace the corresponding lines of {{ent|cstrike.fgd}} or {{ent|csgo.fgd}} near <code>func_bomb_target</code> with this. | ||
< | <pre> | ||
@SolidClass base( | @SolidClass base(Trigger) = func_bomb_target: | ||
"Bomb Target. The terrorists can place C4 explosives while standing in this zone.\n\n" + | "Bomb Target. The terrorists can place C4 explosives while standing in this zone.\n\n" + | ||
"When the bomb is planted and explodes inside this area, the BombExplode outputs are fired. The game handles " + | "When the bomb is planted and explodes inside this area, the BombExplode outputs are fired. The game handles " + | ||
"all of the bomb planting and scoring logic – the BombExplode outputs are provided to add visual and damage effects." | "all of the bomb planting and scoring logic – the BombExplode outputs are provided to add visual and damage effects." | ||
[ | [ | ||
input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false." | |||
input BombExplode(void): "Fires the BombExplode output" | input BombExplode(void): "Fires the BombExplode output" | ||
input BombPlanted(void): "Fires the BombPlanted output and removes this entity's volume from the planting zones until next round" | input BombPlanted(void): "Fires the BombPlanted output and removes this entity's volume from the planting zones until next round" | ||
input BombDefused(void): "Fires the BombDefused output" | input BombDefused(void): "Fires the BombDefused output" | ||
output BombExplode(void): "Fires when C4 explodes" | output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)" | ||
output BombPlanted(void): "Fires when a C4 is planted" | output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)" | ||
output BombDefused(void): "Fires when a C4 is defused" | output BombExplode(void): "Fires when C4 explodes or if the BombExplode input is received" | ||
output BombPlanted(void): "Fires when a C4 is planted or if the BombPlanted input is received" | |||
output BombDefused(void): "Fires when a C4 is defused or if the BombDefused input is received; Bug: Is not fired by normal gameplay, only with the BombDefused input." | |||
heistbomb(boolean) : "Heist Mode bomb target" : 0 : "This is a Bomb Target designed for the Heist game mode." | heistbomb(boolean) : "Heist Mode bomb target" : 0 : "This is a Bomb Target designed for the Heist game mode." | ||
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bomb_mount_target(target_destination) : "Bomb Mount Target" | bomb_mount_target(target_destination) : "Bomb Mount Target" | ||
] | ] | ||
</ | </pre> |
Revision as of 12:00, 29 August 2021



Heist Mode bomb Target
keyvalue (heistbomb
) is an unused value and should be ignored.
StartDisabled
keyvalue and the Enable/Disable/Toggle
inputs. To use this entity's inherited trigger I/O (OnStartTouch
, ...), set its spawnflags
keyvalue appropriately (default is 4097). To add all of this in Hammer, see below.
If the game has round restart mechanics this entity may not behave as expected:
|
Entity Description
The existence of this entity makes a map a bomb defusal scenario. It marks where C4 entities can be planted.
- Players must touch the volume of any func_bomb_target in order to plant a C4 entity.
As soon as a C4 entity is planted inside this entity's volume or as soon as it receives the input
BombPlanted
, this entity will no longer allow players to plant a C4 entity inside it.- If a C4 entity is planted inside this entity's volume, this entity fires the outputs
BombPlanted
,BombDefused
and/orBombExplode
in response to this specific C4 entity.Bug: The
BombDefused
output is NOT fired when a bomb is defused. [todo tested in ?]When planting outside any func_bomb_target with mp_plant_c4_anywhere 1, there is still a func_bomb_target entity chosen that does the above, even if all existing func_bomb_targets are already consumed.
Bombsite A and B
The bombsites are assigned A and B in the order in which their brush(es) were tied to an entity (!). The order in which their classname is changed to func_bomb_target does not affect the labelling! If there are more than two of these entities, only two of them will be labelled with A and B.
To swap A and B, you can
- move the corresponding brushes of the func_bomb_targets manually.
- move both func_bomb_targets to the world by selecting them and pressing Crtl+⇧ Shift+W. Then, tie the brush(es) for A to an entity using Ctrl+T and after that, do the same for B. Finally, change the entity classnames.
Keyvalues
- Heist Mode bomb Target (heistbomb) <boolean>
- Tells the bomb target that it's designed for the Heist game mode.
- Bomb Mount Target (bomb_mount_target) <targetname>
- Optionally, have the bomb be forced to a specific position and orientation after being planted. The position and angles are determined by the ones of a specified info_target.
|
Inputs
- BombExplode !FGD
- Fires the
BombExplode
output.
- BombDefused !FGD
- Fires the
BombDefused
output.
- BombPlanted !FGD
- Fires the
BombPlanted
output and removes this entity's volume from the planting zones until next round.
|
Outputs
- BombExplode
- Fires when the bomb explodes or if the
BombExplode
input is received.
- BombDefused
- Fires when the bomb is defused or if the
BombDefused
input is received.Bug: Is not fired by normal gameplay, only with the
BombDefused
input. [todo tested in ?]
- BombPlanted
- Fires when the bomb is planted or if the
BombPlanted
input is received.
|
FGD Code
This code
- replaces its base classes with
Trigger
which effectively adds trigger properties such as the keyvalueStartDisabled
, the inputsEnable/Disable/Toggle/OnStartTouch/...
and the trigger flags (1: Clients, ...). - adds the input
TouchTest
and the outputsOnTouching/OnNotTouching
as seen intrigger_multiple
of base.fgd. - adds the inputs
BombExplode/BombDefused/BombPlanted
with the above description. - corrects the type of
bomb_mount_target
fromstring
totarget_destination
.
Replace the corresponding lines of cstrike.fgd or csgo.fgd near func_bomb_target
with this.
@SolidClass base(Trigger) = func_bomb_target: "Bomb Target. The terrorists can place C4 explosives while standing in this zone.\n\n" + "When the bomb is planted and explodes inside this area, the BombExplode outputs are fired. The game handles " + "all of the bomb planting and scoring logic – the BombExplode outputs are provided to add visual and damage effects." [ input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false." input BombExplode(void): "Fires the BombExplode output" input BombPlanted(void): "Fires the BombPlanted output and removes this entity's volume from the planting zones until next round" input BombDefused(void): "Fires the BombDefused output" output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)" output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)" output BombExplode(void): "Fires when C4 explodes or if the BombExplode input is received" output BombPlanted(void): "Fires when a C4 is planted or if the BombPlanted input is received" output BombDefused(void): "Fires when a C4 is defused or if the BombDefused input is received; Bug: Is not fired by normal gameplay, only with the BombDefused input." heistbomb(boolean) : "Heist Mode bomb target" : 0 : "This is a Bomb Target designed for the Heist game mode." bomb_mount_target(target_destination) : "Bomb Mount Target" ]