Difference between revisions of "Func mortar field"

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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 to do aimed mortar strikes.
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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_button|momentary_rot_buttons]] or [[func_rot_button|func_rot_buttons]] to do aimed mortar strikes.
  
 
== Keyvalues ==
 
== Keyvalues ==
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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. 'Random' makes mortars spawn randomly within 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
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{{Entity_keyvalue|Targeting|m_fControl|Controls area of airstrike. 'Random' makes mortars spawn randomly within 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 in a moment of firing func_mortar_field, what means the '!activator' have a time to escape from within airstrike area. Another think about 'Activator' option is that '!activator' location is not important- the bombs will strike '!activator' even if it's out of 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 it's 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)  
at '!activator' location in a moment of firing func_mortar_field, what means the '!activator' have a time to escape from within airstrike area. Another think about 'Activator' option is that '!activator' location is not important- the bombs will strike '!activator' even if it's out of 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 it's 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.}}
 
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  

Revision as of 04:46, 28 January 2019

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. 'Random' makes mortars spawn randomly within 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 in a moment of firing func_mortar_field, what means the '!activator' have a time to escape from within airstrike area. Another think about 'Activator' option is that '!activator' location is not important- the bombs will strike '!activator' even if it's out of 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 it's 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 "Targetting" 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 "Targetting" key (see above).