How to use tf_generic_bomb

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
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.
 
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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
How many times did you have to record to get the dove at the end?
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
It was only my second attempt recording. The first I screwed up because I had my audio playing in the background so it was overlapping the explosion sound effect and sounded bad in post production.

Total luck.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
Who did you email about this entity request? Because I got one myself.
Did you email the TF team or somebody specific like Eric Smith?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
PASTE SPECIAL.

Nice info btw.
 

BlockBuilder57

L1: Registered
Apr 25, 2015
21
5
What other entities were added along with this one? Any of them useful for mapping?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
@HolySnickerPuffs The wiki really doesn't need stuff like
It was requested by popular TF2 mapper, UEAKCrash, for his KOTH map, Probed.
It needs documentation of the keyvalues and how they work.
It certainly doesn't need a link to his website. Wikis are neutral resources of information, not promo sites.

If you have to add info about crash, put it at the bottom in an external links or references section where it belongs.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
On another note, you really ought to update your website now that Probed has been officialized, Crash.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Does this entity have any control over the gibs spawned like the pumpkin bombs have their pumpkin husk fragments spawn?
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Great, I'll finally be able to make a map of Prestige's face with real zits.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
So, there's not a way to make the respawning behave exactly like the pumpkin bombs, in other words. Only kind of similar.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
So, there's not a way to make the respawning behave exactly like the pumpkin bombs, in other words. Only kind of similar.

There are ways to doing a similar system, it would just be a lot more complex. I do random timers between a timespan for each one on the gameplay space on Probed, which helps make it not as rigid of spawn times. Not fully the same, but closer.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
What's the pumpkin bomb system, only having X amount active at once? You can do that. Just add math_counters