env_mortar_controller

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Env mortar controller image.png

env_mortar_controller is a point entity available in Black Mesa 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. Most inputs and outputs are same as CBaseAnimating.

Represented by class CEnvMortarController.

Icon-Bug.pngBug:In current versions of the game, this entity have no fire delay (the fire button lock doesn't happen). If player will spam the button - this will create a lot of bombs which will cause huge fps drop (due to explosions) and then may cause the game to crash (not in Black Mesa (mod)).
PlacementTip.pngWorkaround:See workaround below.
Icon-Bug.pngBug:This entity doesn't work properly in multiplayer, only 1 player will be able to shoot, the crosshair will not work for others.

Keyvalues

Name (targetname) <string> [ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Mortar Launcher (mortarlauncher) <targetname>
env_mortar_launcher to use.

Inputs

attachscreen <void> !FGD
Fires on entity spawn to attach screen.

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 (x, y, z), 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
Entity-output-icon.png 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
Entity-output-icon.png OnStartTouch shellkiller Enable 0.00 No
Entity-output-icon.png OnStartTouch mortar_launcher AddOutput fireshellscount 0 0.00 No mortar_launcher is the name of env_mortar_launcher.
Entity-output-icon.png OnStartTouch shellkiller Disable 2.00 No
Entity-output-icon.png 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.

See Also