Func bomb target: Difference between revisions
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{{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 | 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]].}} | {{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]].}} | ||
{{ModernBug|Dynamically created bomb targets may not be properly recognized by bots.{{Confirm}} [https://www.youtube.com/watch?v=urlvnXlRmoI&t=94s See YouTube video for the issue]. }} | |||
{{preservedEnt|0}} | {{preservedEnt|0}} | ||
Revision as of 12:08, 1 May 2023



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:
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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
If the Nav Mesh exists and if the closest nav area to the this entity's center has a place name, then this bombsite will be A if that place name is one of BombsiteA
or Bombsite
, otherwise it is B.code
To swap A and B, change the place names accordingly: The closest nav area to the center of A must get the place name Bombsite
or BombsiteA
and the closest nav area to the center of B must have no name or any name but the previous two.
Otherwise, 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!
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.
When a map loads, the game creates either an info_bomb_target_hint_A or an info_bomb_target_hint_B entity near the center of this entity. At most one instance of each of these two preserved classes is used for the radar, so if there are more than two func_bomb_targets, at most one of them will be A and at most one will be B on the radar. Other labels don't exist.
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.
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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.
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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.
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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" ]