func_bomb_target

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Revision as of 21:21, 12 August 2021 by Darnias (talk | contribs) (disable works just fine for disabling bomb sites)
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func_bomb_target is a brush entity available in the following Source engine games:Counter-Strike: Source Counter-Strike: Source , Counter-Strike: Global Offensive Counter-Strike: Global Offensive .

In code, it is represented by theCBombTargetclass, defined in thefunc_bomb_target.cppfile.

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.
  • Counter-Strike: Global Offensive 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, BombDefused and/or BombExplode for this specific C4 entity.
  • The radar will automatically label a func_bomb_target as either A or B, depending on which one was created first.
    • If there are more than two of these entities, only two of them will be labelled with A and B.


Note.png Note:  This entity is part of S_PreserveEnts. Killing this entity removes it for all subsequent rounds!
Counter-Strike: Global Offensive To "disable" it for a round, use Disable input.

Keyvalues

Heist Mode bomb Target (heistbomb) <boolean>
Tells the bomb target that it's designed for the Heist game mode.
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.

BaseTrigger:

Filter Name (filtername) <filter>
A filter entity to test potential activators against.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).




Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since Left 4 Dead 2) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.


Inputs

BombExplode  !FGD
Pretend the bomb exploded; fires the BombExplode output.
BombDefused  !FGD
Pretend the bomb was defused; fires the BombDefused output.
BombPlanted  !FGD
Pretend the bomb was planted; fires the BombPlanted output and removes this entity's volume from the planting zones.

BaseTrigger:

Toggle
Toggles this trigger between enabled and disabled states.
TouchTest  (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
For testing if something is currently touching the trigger. Fires either the OnTouching or OnNotTouching output.
StartTouch  (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two) !FGD
Fires the OnStartTouch output.
EndTouch  (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two) !FGD
Fires the OnEndTouch output.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Base:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax: 


ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.


Outputs

BombExplode
Fires when the bomb explodes.
BombDefused
Fires when the bomb is defused.
Bug.png Bug:  Is not fired by normal gameplay, only with the BombDefused input.
BombPlanted
Fires when the bomb is planted.

BaseTrigger:

OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
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.
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Fired if nothing is currently touching this trigger when TouchTest is fired.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.