func_bomb_target

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Counter-Strike: Source The use of func_bomb_target on de_dust2.
Class hierarchy
CBombTarget
CBaseTrigger
CBaseToggle
CBaseEntity
cstrike/func_bomb_target.cpp

func_bomb_target is a brush entity available in Counter-Strike: SourceCounter-Strike: Global Offensive Counter-Strike series. It is the area inside which players can plant the bomb. The existence of this entity makes a map a Bomb Defusal scenario.

Tip.pngTip:This entity enherits functionalities from CBaseTrigger that are !FGD but they can be used, such as the StartDisabled keyvalue and the Enable/Disable/Toggle inputs. To use this entity's inherited trigger I/O (OnStartTouch, ...), set its spawnflags keyvalue appropriately (default is 4097). To add all of this in Hammer, see below.
Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceCounter-Strike: Global Offensive.
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non preserved entities may have undesirable effects.

Entity Description

Players can plant a bomb if they touch this entity.

Counter-Strike: Global Offensive But at most once: Doing so "consumes" a func_bomb_target, meaning that it allows no more planting inside it. The input BombPlanted consumes it, too.

The outputs BombPlanted, BombDefused and/or BombExplode are fired either in conjunction with a C4 entity that was planted inside it, or in response to the inputs of the same name.

Counter-Strike: Global Offensive When planting outside any func_bomb_target with mp_plant_c4_anywhere 1, there is still a func_bomb_target chosen that is consumed and that fires outputs, even if all existing func_bomb_targets are already consumed.
Icon-Bug.pngBug:The BombDefused output is not fired when a bomb is defused.  [todo tested in?]

Bots read the bomb plant locations from the Nav Mesh and not from the actual position of func_bomb_targets in the world. Since this information is set in the analysis phase of the nav mesh generation, there is no way that bots recognize the position of a func_bomb_target if it has moved. video.

Bombsite A and B

Generally, the game assigns the label A to the func_bomb_target with the lowest entity index and B to the highest. This, however, is overridden if the closest nav area to a func_bomb_target has a place name: If that place name is one of Bombsite or BombsiteA, it will be A; Any other place name yields B.code

Therefore, the mapper can set the labelling either by adding appropriate place names to crucial areas in-game, or – if no place names interfere! – by ordering their entity IDs in the VMF (and thus the entity index in-game) using Hammer: Move all func_bomb_targets to the world using Ctrl+ Shift+W and then tie them to an entity with Ctrl+T in the desired order.

When a map loads, the game creates at most one info_bomb_target_hint_A and at most one info_bomb_target_hint_B entity near the center of the corresponding func_bomb_target, if any. These preserved entities are used for the radar. It can happen that a label is missing, which is when two bombsites would get the same label due to inappropriate place names. There will be at most two labels and it can only be A or B even though there is the place name BombsiteC and radio voicelines naming "bombsite C". Still, any number of bombsites should work technically but there may be minor bugs such as missing text since the game is programmed to assume that there are at most two.

Keyvalues

Name (targetname) <string>
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

Heist Mode bomb Target (heistbomb) <boolean>
Marks the bomb target as designated for the heist game mode.
Note.pngNote:Support for heist mode was never fully implemented, so this KV should usually be set to false.
Bomb Mount Target (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.
Icon-Bug.pngBug: In Hammer, this value's type is a string by default. See below for a fix.  [todo tested in?]
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Note.pngNote:Filter Name does not work.

Inputs

BombExplode  !FGD
Fires the BombExplode output.
BombDefused  !FGD
Fires the BombDefused output.
BombPlanted  !FGD
Fires the BombPlanted output and removes this entity's volume from the planting zones until next round.
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

BombExplode
Fires when the bomb explodes or if the BombExplode input is received.
BombDefused
Fires when the bomb is defused or if the BombDefused input is received.
Icon-Bug.pngBug: Is not fired by normal gameplay, only with the BombDefused input.  [todo tested in?]
BombPlanted
Fires when the bomb is planted or if the BombPlanted input is received.
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.

FGD Code

Replace the corresponding lines of cstrike.fgd or csgo.fgd near func_bomb_target with this. This code

  • replaces its base classes with Trigger which effectively adds trigger properties such as the keyvalue StartDisabled, the inputs Enable/Disable/Toggle/OnStartTouch/... and the trigger flags (1: Clients, ...).
  • adds the input TouchTest and the outputs OnTouching/OnNotTouching as seen in trigger_multiple of base.fgd.
  • adds the inputs BombExplode/BombDefused/BombPlanted with the above description.
  • corrects the type of bomb_mount_target from string to target_destination.
@SolidClass base(Trigger) = func_bomb_target:  
	"Bomb Target. The terrorists can place C4 explosives while standing in this zone.\n\n" +
	"When the bomb is planted and explodes inside this area, the BombExplode outputs are fired. The game handles " +
	"all of the bomb planting and scoring logic – the BombExplode outputs are provided to add visual and damage effects."
[
	input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false." 
	input BombExplode(void): "Fires the BombExplode output"
	input BombPlanted(void): "Fires the BombPlanted output and removes this entity's volume from the planting zones until next round"
	input BombDefused(void): "Fires the BombDefused output"
	
	output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
	output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
	output BombExplode(void): "Fires when C4 explodes or if the BombExplode input is received"
	output BombPlanted(void): "Fires when a C4 is planted or if the BombPlanted input is received"
	output BombDefused(void): "Fires when a C4 is defused or if the BombDefused input is received; Bug: Is not fired by normal gameplay, only with the BombDefused input."

	heistbomb(boolean) : "Heist Mode bomb target" : 0 : "This is a Bomb Target designed for the Heist game mode."

	bomb_mount_target(target_destination) : "Bomb Mount Target" 
]