func_minefield

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func_minefield is a brush entity available in Black Mesa Black Mesa. This entity is trigger volume that also creates mines. The mines can be spawned on world geometry, func_detail and displacement, they ignore brush entities and point entities. The mines can be spawned randomly or depending on the uniform displacement properties. Spawned mines are not attached to trigger volume, each mine is indepeding env_mine entity. The trigger volume can be used as trigger_multiple.

Note.pngNote:Mines can be spawned incorrectly on displacement surface, showing their barrels.
Icon-Bug.pngBug:This entity can sometimes spawn multiple mines inside each other.  [todo tested in?]

Keyvalues

Mine Count (minecount) <integer>
The amount of mines to spawn.
Uniform Random Spread X (ranx) <float>
Uniform displacement of mines along this axis. Works only if Uniform displacement flag is checked.
Uniform Random Spread Y (rany) <float>
Uniform displacement of mines along this axis. Works only if Uniform displacement flag is checked.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
BaseEntityPoint:
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Pitch Yaw Roll (X Y Z) (angle) <angles>
This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.
Parent (parentname) <targetname>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
Attachment Point (parent_attachment_point) <string>
If set, attach to this attachment point on the parent during spawn.

Flags

Uniform displacement : [4096]

Activates the uniform displacement properties.

Quick Placement : [8192]

Overrides uniform displacement properties in random way.

Clients (Players/Bots) : [1]
NPCs : [2]
Passes entities with classname func_pushable : [4]
Physics Objects : [8]
Only player ally NPCs : [16]
Only clients in vehicles : [32]
Everything (not including physics debris) : [64]
Only clients *not* in vehicles : [512]
Physics debris : [1024]
Only NPCs in vehicles (respects player ally flag) : [2048]

Inputs

MineDetonated <targetname> !FGD
Fires when a mine explodes. This input does nothing itself. Used for debugging. If a mine have a name - this input will use the mine name as parameter.
BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Team Fortress 2Source 2013 Multiplayer)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

BaseTrigger
OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
Icon-Bug.pngBug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]


OnStartTouchAll
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
Fired when a valid entity stops touching this trigger.
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
Icon-Bug.pngBug:Spamming crouch jump in a trigger can randomly fire OnEndTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
Fired if nothing is currently touching this trigger when TouchTest is fired.