env_mortar_launcher

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Info target.png

env_mortar_launcher is a point entity available in Black Mesa Black Mesa. This entity creates and launches mortar shells. The shells appears in origin of this entity. Usually this entity is used in combination with env_mortar_controller, but can also be used in various ways via I/O system.

Tip.pngTip:All the properties can be dynamically changed with AddOutput.


Keyvalues

Fire Delay (firedelay) <integer> Obsolete
Deprecated.
. This supposed to be a fire delay, but it does nothing, probably doesn't exists in the code.
Rate of Fire (rateoffire) <integer>
Rate of fire when Launch input fires multiple shells at once.
Launcher Spread (radius) <float>
Max random spread radius. Set 0 to have perfect shoot.
Impact Target (target) <targetname>
If a target is specified here, this mortar launcher will always fire at that target until the target is killed.
Mortar Type (grenadeentityname) <choices>
Grenade type to use.
Apex Height Ratio (apexheightratio) <float>
A float value that changes max height of launched shell. Only values from 0.001 to 1 works. Works only if property Path Start using value Origin.
Path Start (pathoption) <choices>
Determines the launch style.
  • 0: Origin - shell will be launched vertically into the air and then fall to its destination.
  • 1: Apex - shell will be launched directly to the destination.
  • 2: Free Fall - the same as Apex, but can go through walls.
    Icon-Bug.pngBug:Works only in Black Mesa Black Mesa (the mod version). In Steam versions of the game, shells will disappear at launch moment.  [todo tested in?]
Default Shell Count (fireshellscount) <integer>
Count of shells per shoot.
Override Shell Damage (override_damage) <float>
Overrides shell damage value from the cvar. With -1 it will use value from the cvar.
Override Shell Damage Radius (override_damageradius) <float>
Overrides shell damage radius value from the cvar. With -1 it will use value from the cvar.

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.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Icon-Bug.pngBug:Hammer does not move the entities accordingly in the editor.  [todo tested in?]
Pitch Yaw Roll (Y Z X) (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.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Spawnflags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.

Inputs

LaunchDefault <void>
Launch default count of shells mortars toward the target within the impact radius.
Launch <integer>
Launch mortars toward the target with specified count of shells.
FireSingle <void> !FGD
Launch single shell.
CBaseEntity:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
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:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from 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.
SetTeam <integer> !FGD
Changes this entity's team.
TeamNum <integer> !FGD
This input changes value for TeamNum property.
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.

Outputs

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.