Func bomb target
		
		
		
		Jump to navigation
		Jump to search
		

 
 Note: The
Note: The Heist Mode bomb Target keyvalue (heistbomb) is an unused value and should be ignored. Note: This entity's trigger properties are !FGD but can be used, such as the
Note: 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. Important:This is a preserved entity in.
Important:This is a preserved entity in.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 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 or if the BombExplodeinput is received.
- BombDefused
- Fires when the bomb is defused or if the BombDefusedinput is received. 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 or if the BombPlantedinput is received.
| 
 
 
 
 
 
 | 
FGD Code
This code
- replaces its base classes with Triggerwhich effectively adds trigger properties such as the keyvalueStartDisabled, the inputsEnable/Disable/Toggle/OnStartTouch/...and the trigger flags (1: Clients, ...).
- adds the input TouchTestand the outputsOnTouching/OnNotTouchingas seen intrigger_multipleof base.fgd.
- 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 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" ]






























