Func bomb target
		
		
		
		Jump to navigation
		Jump to search
		

 
 Note: This entity is part of S_PreserveEnts.
Note: This entity is part of S_PreserveEnts. Killing this entity removes it for all subsequent rounds! Use the Enable/Disable inputs instead. Note: The
Note: The Heist Mode bomb Target keyvalue (heistbomb) is an unused value and should be ignored. Note: The
Note: The StartDisabled keyvalue and the Enable/Disable inputs are !FGD and can be used! See below for a fix.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 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,BombDefusedand/orBombExplodein response to this specific C4 entity. Bug: The Bug: The- BombDefusedoutput 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. 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 BombExplodeoutput.
- BombDefused !FGD
- Fires the BombDefusedoutput.
- BombPlanted !FGD
- Fires the BombPlantedoutput and removes this entity's volume from the planting zones until next round.
| 
 
 
 
 | 
Outputs
- BombExplode
- Fires when the bomb explodes.
- BombDefused
- Fires when the bomb is defused.  Bug: Is not fired by normal gameplay, only with the Bug: Is not fired by normal gameplay, only with theBombDefusedinput. [todo tested in ?]
- BombPlanted
- Fires when the bomb is planted.
| 
 
 
 
 
 
 | 
FGD Code
This code
- adds the EnableDisablebase class to inherit the keyvalueStartDisabledand the inputsEnable/Disable.
- adds the inputs BombExplode/BombDefused/BombPlantedwith the above description.
- corrects the type of bomb_mount_targetfromstringtotarget_destination.
Replace the corresponding lines of cstrike.fgd or csgo.fgd with this.
@SolidClass base(Targetname, Parentname, EnableDisable ) = 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 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 BombExplode(void): "Fires when C4 explodes"
	output BombPlanted(void): "Fires when a C4 is planted"
	output BombDefused(void): "Fires when a C4 is defused"
	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" 
]





























