Env mine: Difference between revisions
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Warning:You may need to use other entity as lighting origin, because env_mine usually placed underground.
Bug:Never solid. [todo tested in ?]
Bug:Doesn't work with most item_ and weapon_ entities. [todo tested in ?]
Bug:Doesn't explode if another mine is detonated nearby. [todo tested in ?]
MyGamepedia (talk | contribs) (Created page with "{{ent not in fgd|nolink=1}} {{this is a|point entity|name=env_mine|game=Black Mesa}} This is {{WP|Anti-Personnel Mine}} that was used by HECU to mine some areas where many...") |
MyGamepedia (talk | contribs) No edit summary |
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{{bug|Never solid.}} | {{bug|Never solid.}} | ||
{{bug|Doesn't work with most '''item_''' and '''weapon_''' entities.}} | {{bug|Doesn't work with most '''item_''' and '''weapon_''' entities.}} | ||
{{bug|Doesn't explode if another mine is detonated nearby.}} | |||
==Dedicated [[ConVars]]== | |||
{{varcom|start}} | |||
{{varcom|sk_mine_damage|50|arbitrary number|Explosion damage.}} | |||
{{varcom|sk_mine_damage_radius|128|arbitrary number|Explosion damage radius.}} | |||
{{varcom|sk_mine_bounds_xy|24|arbitrary number|Sets bounds in which mine will explode along X and Y axis. Similar to [[bounding box]].}} | |||
{{varcom|sk_mine_bounds_z|64|arbitrary number|Sets bounds in which mine will explode along Z axis. Similar to [[bounding box]].}} | |||
{{varcom|end}} | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 01:50, 28 July 2024
env_mine
is a point entity available in Black Mesa. This is
Anti-Personnel Mine that was used by HECU to mine some areas where many headcrabs hide under sand. Attempt to touch or damage this entity will cause detonation. Not in original FGD due to presence of func_minefield, you still can add it by your hand (or just use Enhanced Black Mesa FGD).




Dedicated ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_mine_damage | 50 | arbitrary number | Explosion damage. |
sk_mine_damage_radius | 128 | arbitrary number | Explosion damage radius. |
sk_mine_bounds_xy | 24 | arbitrary number | Sets bounds in which mine will explode along X and Y axis. Similar to bounding box. |
sk_mine_bounds_z | 64 | arbitrary number | Sets bounds in which mine will explode along Z axis. Similar to bounding box. |
Keyvalues
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions (solid) <choices>
- Method of collision for this entity. {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:2em;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | Choices |
- 0: None
- 1: BSP (QPhysics)
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities)
- 4: Oriented Bounding Box, constrained to Yaw only
- 5: Custom/Test (Usually no collision with anything)
- 6: VPhysics
|}
- Body Group (body or SetBodyGroup) <integer>
- Sets the the active $bodygroup.
- Model Index (modelindex) <short> !FGD
- Given the number index from dumping the
cl_precacheinfo modelprecache
table, sets entity model to the index.Warning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
- Model Scale (modelscale) <float> (in all games since
)
- A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning:Negative or extremely high values can cause crashes!
Note:Scale may not appear in
Hammer 4.x, but will appear in-game (tested in
). This is fixed in
Hammer++.
- Texture Frame (texframeindex) <integer> !FGD
- The initial frame number for all animated textures on this entity.
- Start Fade Distance (fademindist) <float>
- Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance (fademaxdist) <float>
- Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
- FX Amount/Transparency (0–255) (renderamt) <integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Disable Shadows (disableshadows) <boolean>
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving shadows on itself.
- Lighting Origin (LightingOrigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname>- Deprecated.
The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.