So about late April 2015, I shot an entity request off to Valve for my map Probed. About 5 months later, just before the Invasion update (during the crunch time before the first planned release) I got it!
This entity acts as a pumpkin bomb, but is much more highly customizable. I put in very specific requests for this entity to offer as much control over it as I could come up with, for not just my own personal use, but as a new toy for all mappers to play with. Check the video to see some of the options and how to use it in your project!
View: https://youtu.be/-cAbaHwRKZM
Keyvalues
Name
The name other entities refer to this entity by.
World Model
The model this entity will appear as. This will update the model in Hammer, as well.
Skin
Which model skin to use.
Model Scale
A multiplier for the size of the model.
Disable Shadows
Disable dynamic shadows on this entity.
Origin (X Y Z)
The position of this entity's center in the world.
Pitch Yaw Roll (Y Z X)
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.
Explosion Damage
Amount of damage to do when detonated. A regular pumpkin bomb is 150 damage.
Explosion Radius
How far out the damage goes from the origin point of the prop. A regular pumpkin bomb has a 300 radius.
Health
How much health this entity has. Meaning, how much damage must be done to it before it detonates.
Explosion Particle
Name of the particle effect to play when detonated. Custom particles can be used for this.
Explosion Sound
Name of the sound effect to play when detonated.
Friendly Fire
Choose between damaging the person who attacks the bomb plus all enemies of that person, or everyone, regardless of team.
Inputs
Detonate
Force bomb to detonate. This one is really useful!
Kill
Removes this entity from the map.
KillHierarchy
Removes this entity and all its children from the map.
AddOutput
Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
FireUser1-4
Causes this entity's OnUser1 output to be fired.
DisableShadow/ EnableShadow
Turn off/ on shadows for this entity.
Skin
Changes the model skin to the specific parameter number.
AlternativeSorting
Used to attempt to fix sorting problems when rendering. True activates, false deactivates. (I have no idea what this is for)
SetModelScale
Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.
Outputs
OnDetonate
Fired when this entity detonates.
OnIgnite
Fired when this entity catches fire. (I haven't really played with this one yet)
OnUser1-4
Fired in response to FireUser1-4 input.
Useful Particles/ Sounds
(feel free to suggest more!)
Particles
pumpkin_explode
ExplosionCore_buildings
ExplosionCore_MidAir
ExplosionCore_MidAir_underwater
ExplosionCore_Wall
ExplosionCore_Wall_underwater
ExplosionCore_sapperdestroyed (small, electric zap/ explosion)
pyrovision_explosion (confetti!)
ghost_appearation (spooky!)
cinefx_goldrush (BIG!)
hightower_explosion (BIG!)
skull_island_explosion (BIG and spooky!)
Sounds
items/pumpkin_explode1.wav (through explode3)
weapons\cow_mangler_explode.wav
weapons\air_burster_explode1.wav (through explode3)
weapons\explode1.wav (through explode5)
weapons\jar_explode.wav
weapons\rocket_blackbox_explode1.wav (through explode3)
weapons\rocket_directhit_explode1.wav (through explode3)
weapons\teleporter_explode.wav
weapons\underwater_explode3.wav (and explode4, for an underwater bomb sound)
items/cart_explode.wav (BIG!)
Alternate Origin Point
For you modelers wanting to use your own custom prop, you can create an attachment on the model labeled "alt-origin" and the entity will use that for it's origin point when calculating where the explosion damage/ particle effect originates from.
This entity acts as a pumpkin bomb, but is much more highly customizable. I put in very specific requests for this entity to offer as much control over it as I could come up with, for not just my own personal use, but as a new toy for all mappers to play with. Check the video to see some of the options and how to use it in your project!
Keyvalues
Name
The name other entities refer to this entity by.
World Model
The model this entity will appear as. This will update the model in Hammer, as well.
Skin
Which model skin to use.
Model Scale
A multiplier for the size of the model.
Disable Shadows
Disable dynamic shadows on this entity.
Origin (X Y Z)
The position of this entity's center in the world.
Pitch Yaw Roll (Y Z X)
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.
Explosion Damage
Amount of damage to do when detonated. A regular pumpkin bomb is 150 damage.
Explosion Radius
How far out the damage goes from the origin point of the prop. A regular pumpkin bomb has a 300 radius.
Health
How much health this entity has. Meaning, how much damage must be done to it before it detonates.
Explosion Particle
Name of the particle effect to play when detonated. Custom particles can be used for this.
Explosion Sound
Name of the sound effect to play when detonated.
Friendly Fire
Choose between damaging the person who attacks the bomb plus all enemies of that person, or everyone, regardless of team.
Inputs
Detonate
Force bomb to detonate. This one is really useful!
Kill
Removes this entity from the map.
KillHierarchy
Removes this entity and all its children from the map.
AddOutput
Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
FireUser1-4
Causes this entity's OnUser1 output to be fired.
DisableShadow/ EnableShadow
Turn off/ on shadows for this entity.
Skin
Changes the model skin to the specific parameter number.
AlternativeSorting
Used to attempt to fix sorting problems when rendering. True activates, false deactivates. (I have no idea what this is for)
SetModelScale
Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.
Outputs
OnDetonate
Fired when this entity detonates.
OnIgnite
Fired when this entity catches fire. (I haven't really played with this one yet)
OnUser1-4
Fired in response to FireUser1-4 input.
Useful Particles/ Sounds
(feel free to suggest more!)
Particles
pumpkin_explode
ExplosionCore_buildings
ExplosionCore_MidAir
ExplosionCore_MidAir_underwater
ExplosionCore_Wall
ExplosionCore_Wall_underwater
ExplosionCore_sapperdestroyed (small, electric zap/ explosion)
pyrovision_explosion (confetti!)
ghost_appearation (spooky!)
cinefx_goldrush (BIG!)
hightower_explosion (BIG!)
skull_island_explosion (BIG and spooky!)
Sounds
items/pumpkin_explode1.wav (through explode3)
weapons\cow_mangler_explode.wav
weapons\air_burster_explode1.wav (through explode3)
weapons\explode1.wav (through explode5)
weapons\jar_explode.wav
weapons\rocket_blackbox_explode1.wav (through explode3)
weapons\rocket_directhit_explode1.wav (through explode3)
weapons\teleporter_explode.wav
weapons\underwater_explode3.wav (and explode4, for an underwater bomb sound)
items/cart_explode.wav (BIG!)
Alternate Origin Point
For you modelers wanting to use your own custom prop, you can create an attachment on the model labeled "alt-origin" and the entity will use that for it's origin point when calculating where the explosion damage/ particle effect originates from.
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