Difference between revisions of "Func mortar field"
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{{Entity_keyvalue|Spread Radius|m_flSpread|Mortars spreading radius, bombs will spawn randomly within specified radius.}} | {{Entity_keyvalue|Spread Radius|m_flSpread|Mortars spreading radius, bombs will spawn randomly within specified radius.}} | ||
{{Entity_keyvalue|Repeat Count|m_iCount|Amount of mortars to spawn each airstrike call.}} | {{Entity_keyvalue|Repeat Count|m_iCount|Amount of mortars to spawn each airstrike call.}} | ||
− | {{Entity_keyvalue|Targeting|m_fControl|Controls area of airstrike. | + | {{Entity_keyvalue|Targeting|m_fControl|Controls area of airstrike with the following options. |
− | * '''Random''' makes mortars spawn randomly within volume of func_mortar_field. | + | * '''Random''' makes mortars spawn randomly within the volume of func_mortar_field. |
− | * '''Activator''' option simply force mortars to strike at '!activator' (activator of the script) e.g. when player pushed a button which fires func_mortar_field, and the 'Activator' option is selected, the mortars spawns above the player. Note that bombs will be called at '!activator' location | + | * '''Activator''' option simply force mortars to strike at '!activator' (activator of the script) e.g. when player pushed a button which fires func_mortar_field, and the 'Activator' option is selected, the mortars spawns above the player. Note that bombs will be called at '!activator' location during the moment of firing func_mortar_field, which means the '!activator' has time to escape from within the airstrike area. Another thing about 'Activator' option is that '!activator' location is not important- the bombs will strike '!activator' even if it's outside the volume of the func_mortar_field- the location, placement and size of this entity does not matter. |
− | * '''Table''' variant can be seen in Half Life single player campaign- Gordon controls the airstrike area by two momentary button, first button controls X position of mortarts, and the second button controls | + | * '''Table''' variant can be seen in Half Life single player campaign- Gordon controls the airstrike area by two momentary button, first button controls X position of mortarts, and the second button controls its Y position. This option enables "X Controller" and "Y Controller" keyvalues. When func_mortar_field is triggered, the entity picks percentage of X and Y position (from left/top to right/bottom) of func_rot_buttons hooked to it, and converts those to X and Y sizes of this entity volume, e.g. when the left/right momentary button (X Controller) is in the far left side, and the top/bottom momentary button (Y Controlled) is in the center of the whole movement distance, the airstrike will be called at 0% X and 50% Y position of func_mortar_field.}} |
− | {{Entity_keyvalue|X Controller|m_iszXController|The name of momentary_rot_button or func_rot_button to control X coordinates of mortar spawnpoint. Requires 'Table' value | + | {{Entity_keyvalue|X Controller|m_iszXController|The name of momentary_rot_button or func_rot_button to control X coordinates of mortar spawnpoint. Requires 'Table' value in "Targeting" key (see above).}} |
− | in " | + | {{Entity_keyvalue|Y Controller|m_iszYController|The name of momentary_rot_button or func_rot_button to control Y coordinates of mortar spawnpoint. Requires 'Table' value in "Targeting" key (see above).}} |
− | {{Entity_keyvalue|Y Controller|m_iszYController|The name of momentary_rot_button or func_rot_button to control Y coordinates of mortar spawnpoint. Requires 'Table' | ||
− | |||
{{entity_title}} | {{entity_title}} |
Latest revision as of 15:24, 6 January 2023
func_mortar_field | |
---|---|
Type |
brush |
Status |
supported |
This entity serves as a spawnzone for mortars, which cause a sound effect, shortly followed by an explosion on the ground straight below where they were spawned. This entity can be hooked up to momentary_rot_buttons or func_rot_buttons to do aimed mortar strikes.
Keyvalues
Spread Radius : m_flSpread
Mortars spreading radius, bombs will spawn randomly within specified radius.
Repeat Count : m_iCount
Amount of mortars to spawn each airstrike call.
Targeting : m_fControl
Controls area of airstrike with the following options.
- Random makes mortars spawn randomly within the volume of func_mortar_field.
- Activator option simply force mortars to strike at '!activator' (activator of the script) e.g. when player pushed a button which fires func_mortar_field, and the 'Activator' option is selected, the mortars spawns above the player. Note that bombs will be called at '!activator' location during the moment of firing func_mortar_field, which means the '!activator' has time to escape from within the airstrike area. Another thing about 'Activator' option is that '!activator' location is not important- the bombs will strike '!activator' even if it's outside the volume of the func_mortar_field- the location, placement and size of this entity does not matter.
- Table variant can be seen in Half Life single player campaign- Gordon controls the airstrike area by two momentary button, first button controls X position of mortarts, and the second button controls its Y position. This option enables "X Controller" and "Y Controller" keyvalues. When func_mortar_field is triggered, the entity picks percentage of X and Y position (from left/top to right/bottom) of func_rot_buttons hooked to it, and converts those to X and Y sizes of this entity volume, e.g. when the left/right momentary button (X Controller) is in the far left side, and the top/bottom momentary button (Y Controlled) is in the center of the whole movement distance, the airstrike will be called at 0% X and 50% Y position of func_mortar_field.
X Controller : m_iszXController
The name of momentary_rot_button or func_rot_button to control X coordinates of mortar spawnpoint. Requires 'Table' value in "Targeting" key (see above).
Y Controller : m_iszYController
The name of momentary_rot_button or func_rot_button to control Y coordinates of mortar spawnpoint. Requires 'Table' value in "Targeting" key (see above).