Custom pumpkin bomb models

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Is there any way to do this, short of packing a custom model with the same filename as the existing ones? Which is totally acceptable nowadays but it feels so hacky.
 

tyler

aa
Sep 11, 2013
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There's been a generic tf_bomb entity found in the newer TF2 code with the other new entity stuff we're assuming we get with Invasion. My guess would be it's there to make Probed work a bit smoother, but of course that's speculation on my part.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,694
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And they work exactly like the pumpkin bombs we already have, given the default values?
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Well, here's what I know so far: Yes you can give them custom models, yes they explode when you hit them with anything, BUT they don't make any sound at all and they don't seem to respawn automatically. Also they do considerably less damage by default (easily fixed) and based on that, I wouldn't be surprised if they had a different explosion radius as well.

EDIT: OK, so the sound can be set, it turns out. But still no respawning. And definitely none of the weird behavior that the regular pumpkin bombs have where they don't even all spawn to start with and respawn kind of whenever they feel like. So they're never going to be a suitable drop-in replacement no matter what you do.
 
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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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OK, so it turns out I'm an idiot and I didn't know how the stock pumpkin bombs worked. Turns out they're actually spawned in by something called entity_spawn_manager, which just uses the entity_spawn_point entities as a guide for where to put them. So that explains the respawning mechanic, although I still have questions — does it avoid spawning one if a player is standing where it's supposed to go? Will it spawn one in if a player can see it? In all the years since Harvest was added, I've never noticed either of those things happening.

Also, it seems there's only one parameter, the type of entity to spawn. How do I make it spawn something that I've set the parameters of, like what model to use and how much damage it does? Would point_template be of aid in this case, somehow?
 

Tumby

aa
May 12, 2013
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Pumpkin bombs will spawn when a player is "blocking" it, which results in the player being stuck and needing the help of a teammate to get free. This should also answere your second question: Yes, they spawn when in sight. You never see them spawn because it takes 15 seconds for a bomb to spawn and every time a bomb spawns, it has like 10 places to choose from.
Entity_spawn_manager + any entity that requires setup of the properties = no no
Use point_templates, logic_timers, logic_cases and whatnot.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'm going to have to ask Crash how to do all that, then. I want the behavior to be as close to the standard pumpkins as possible.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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This may be out of left field, but I am curious what else can be spawned in tf2 using the entity_spawn_manager