combine_mine
combine_mine
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch. Known as "hoppers" by citizens, these mines embed themselves into the ground and are agitated when a hostile target gets close. If the target gets too close, the mine will retract its arms and hop towards the target (similar to a bouncing betty), exploding upon contact with any surface. These mines can be carried and deployed by Claw Scanners.
Mines are friendly to most types of Combine units and attack anyone who they don't regard as a friend. If a friendly NPC/player is nearby, the mine's light will turn green and may refuse to bounce unless an enemy gets closer to it than the ally.[confirm]
Mines can be picked up by the gravity gun, after which they join the player's side and attack Combine units while regarding the player and their allies as friends.

combine_mine
is not actually a NPC. It's technically just a basic model entity (CBaseAnimating) and doesn't use most NPC features, like relationships.
combine_mine
uses a hardcoded list of Combine classes to be friendly towards by default and to be armed against while friendly to the player. Some Combine classes are missing from this list, most notably npc_manhack and npc_stalker, and as a result mines will mistakenly regard them as hostile to the Combine and friendly to the player.

CBounceBomb::IsFriend()
and can be modified to accept the missing classes or even be replaced by a more robust system.
combine_mine
to be thrown into the sky without seemingly exploding randomly. (at least ~1024 units above the ground could work)

CBounceBomb::SettleThink()
by changing the trace distance from 1024 units to something much smaller, like 8.
bounce_bomb
and combine_bouncemine
.
Keyvalues
- Bounce (bounce) ([todo internal name (i)]) <boolean>
- Whether the mine should bounce up in the air before exploding. (Normally they do, to improve their damage on infantry, but things like very soft clamping surfaces and additional attachments, may make hopping look unrealistic.)
- Lock Silently (LockSilently) ([todo internal name (i)]) <boolean>
- Whether the mine plays a sound when its clamps close.
- Start Disarmed (StartDisarmed) ([todo internal name (i)]) <boolean>
- Whether the mine begins dormant.
- Citizen modified (Modification) ([todo internal name (i)]) <integer>
- 'Normal' is default Combine behavior. 'Cavern' (used in This Vortal Coil) detonates earlier in its jump, and in Episode 2 has a different default skin.
Confirm:The skin can be added in games pre-Episode 2 as well.
- Explosion Damage (ExplosionDamage) ([todo internal name (i)]) <integer> !FGD
- Manually adjust damage from explosion. Todo: When is this used? It doesn't appear in code.
- Explosion Radius (ExplosionRadius) ([todo internal name (i)]) <integer> !FGD
- Manually adjust range of explosion. Todo: When is this used? It doesn't appear in code.
- Explosion Delay (ExplosionDelay) ([todo internal name (i)]) <float> !FGD
Confirm:Seen in code, but doesn't appear to function?

Inputs
- Disarm
- Disarm this mine (open hooks and shut off) if not placed by player.

Outputs
- OnPulledUp
- Fired when this mine is uprooted with the gravity gun.

- TODO rewrite lang to LanguageBar
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Pages with uncategorized bugs
- Immobile NPCs
- Half-Life 2 NPCs
- Half-Life 2 Weapons