Func bomb target: Difference between revisions

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(A and B also depend on Nav Place Names.)
(moved bug from csgo page)
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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&#61;urlvnXlRmoI&t&#61;94s See YouTube video for the issue]. }}
{{preservedEnt|0}}
{{preservedEnt|0}}



Revision as of 12:08, 1 May 2023

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The use of func_bomb_target on de_dust2 in CS:S.
Creating a Bomb Defusal Map


Template:Base brush multi

Note.pngNote: The Heist Mode bomb Target keyvalue (heistbomb) is an unused value and should be ignored.
Note.pngNote: This entity's trigger properties are !FGD but can be used, such as the 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.

Template:ModernBug

Icon-Important.pngImportant:This is a preserved entity in.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
C++ In code, it is represented by theCBombTargetclass, defined in thefunc_bomb_target.cppfile.

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.
  • Counter-Strike: Global Offensive 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/or BombExplode in response to this specific C4 entity.

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.
Icon-Bug.pngBug: In Hammer, this value's type is a string by default. See below for a fix.  [todo tested in ?]
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


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.
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

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.
Icon-Bug.pngBug: 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.
BaseTrigger
OnStartTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
OnStartTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger.
Note.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
OnEndTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.


FGD Code

This code

  • replaces its base classes with Trigger which effectively adds trigger properties such as the keyvalue StartDisabled, the inputs Enable/Disable/Toggle/OnStartTouch/... and the trigger flags (1: Clients, ...).
  • adds the input TouchTest and the outputs OnTouching/OnNotTouching as seen in trigger_multiple of base.fgd.
  • adds the inputs BombExplode/BombDefused/BombPlanted with the above description.
  • corrects the type of bomb_mount_target from string to target_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" 
]