env_mortar_controller
env_mortar_controller
is a point entity available in Black Mesa. This is an airstrike map that allows you to mark and launch bombs at a specified point. For full functionality, this entity must be used in combination with env_mortar_launcher, point_camera and info_camera_link. In the original game it was used once in bm_c2a5i.





Attaching screen
First, place point_camera at required position, set orientation and give a name. This entity will display area in airstrike map. You also need to change value for Render Target, set _rt_Satellite
value.
Now we need info_camera_link. In Entity Whose Material Uses _rt_camera you need to add name of env_mortar_controller, in Camera Name add name of point_camera you placed earlier.
Now compile your map and check the result. You now have functional screen. Don't forget to specify env_mortar_launcher name in Mortar Launcher property.
Fixing mortar spam
env_mortar_launcher can dynamically change values in properties with AddOutput, we'll use this feature to fire 0 shells when fired once. Unfortunately, env_mortar_launcher and env_mortar_controller don't have any outputs that fires when shell is launched, we need to use triggers instead.
Create a trigger_weaponfire in the form of an empty box inside. There should be a free space of 30 hammer units inside, env_mortar_launcher should be placed in the center.
Now create another trigger_weaponfire that is 12 hammer units in size on all axes. This trigger should be in env_mortar_launcher center. Give a name for this trigger (shellkiller for example) and for Start Disabled? property set value Yes
.
We need to add outputs now, for the second trigger (shellkiller) make the following output:
My output | Target entity | Target input | Parameter | Delay | Only once | Comments | ||
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OnStartTouch | !activator | Kill | 0.00 | No | |||
For the first trigger, make the following outputs:
My output | Target entity | Target input | Parameter | Delay | Only once | Comments | ||
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OnStartTouch | shellkiller | Enable | 0.00 | No | |||
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OnStartTouch | mortar_launcher | AddOutput | fireshellscount 0 | 0.00 | No | mortar_launcher is the name of env_mortar_launcher. | |
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OnStartTouch | shellkiller | Disable | 2.00 | No | |||
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OnStartTouch | mortar_launcher | AddOutput | fireshellscount 1 | 2.00 | No | ||
Now spam is prevented. The only issue is mortar launch sounds, you can fix this by replacing the sound with a blank sound and playing the original sound via outputs.
Keyvalues
- Mortar Launcher (mortarlauncher) <targetname>
- env_mortar_launcher to use.
- 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.
Inputs
- attachscreen <void> !FGD
- Fires on entity spawn to attach screen.
- Color <color255 >
- Sets value for Color property.
- Alpha <integer >
- Sets value for Alpha property.
- SetBodyGroup <integer >
- Sets the the active $bodygroup.
- Ignite
- Makes the entity catch on fire indefinitely.
- IgniteLifetime <float >
- Makes the entity catch on fire for a given amount of time.
- IgniteNumHitboxFires <integer > (removed since
)
- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in
onward.
- IgniteHitboxFireScale <float > (removed since
)
- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in
onward.
- BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints. For other models, phys_convert can be used instead.
- SetLightingOrigin <targetname >
- Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname >(removed since)
- Deprecated.
Offsets the entity's lighting origin by their distance from an info_lighting_relative. UseSetLightingOrigin
instead.
- fademindist <float >
- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- fademaxdist <float >
- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- SetModelScale <vector > (only in
)
- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Tip:The
modelscale
keyvalue can be AddOutputed as a workaround for other games with this input missing. Warning:Negative or extremely high values can cause crashes!
Outputs
- OnIgnite !FGD
- Fired when the entity catches fire, such as from an env_entity_igniter or the
Ignite
inputs.