How to use tf_generic_bomb

Discussion in 'Tutorials & Resources' started by Crash, Nov 5, 2015.

  1. Crash

    aa Crash func_nerd

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    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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    Last edited: Nov 5, 2015
  2. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    How many times did you have to record to get the dove at the end?
     
  3. Crash

    aa Crash func_nerd

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    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.
     
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  4. Exactol

    aa Exactol Certified Hammer Hacker

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    I suggest ghost_appearation for a spo0o0oky explosion
     
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  5. Izotope

    aa Izotope Never releases maps

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    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?
     
  6. Crash

    aa Crash func_nerd

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  7. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    PASTE SPECIAL.

    Nice info btw.
     
  8. BlockBuilder57

    BlockBuilder57 L1: Registered

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    What other entities were added along with this one? Any of them useful for mapping?
     
  9. Crash

    aa Crash func_nerd

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    The other entities were Player Destruction related. They were working on our stuff at the same time.
     
  10. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    If only there was also solidity available to be toggled. Either way, I have an idea for a payload cart that explodes on time running out. It could also be used with the plr_orbit game mode, potentially.
    Great work on getting this into the game!
     
  11. henke37

    aa henke37

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  12. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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  13. YM

    aa YM LVL100 YM

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    @HolySnickerPuffs The wiki really doesn't need stuff like
    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.
     
  14. Zed

    aa Zed Certified Most Crunk™

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    On another note, you really ought to update your website now that Probed has been officialized, Crash.
     
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  15. YM

    aa YM LVL100 YM

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    Does this entity have any control over the gibs spawned like the pumpkin bombs have their pumpkin husk fragments spawn?
     
  16. Crash

    aa Crash func_nerd

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    I haven't used it myself yet, but from what I've gathered, if the prop is set up to have gibs, like the pumpkin bomb does (or the custom Invasion robot on 2fort_invasion) they will spawn when they pop.
     
  17. Zed

    aa Zed Certified Most Crunk™

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    Great, I'll finally be able to make a map of Prestige's face with real zits.
     
  18. Pocket

    aa Pocket func_croc

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    So, there's not a way to make the respawning behave exactly like the pumpkin bombs, in other words. Only kind of similar.
     
  19. Crash

    aa Crash func_nerd

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    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.
     
  20. YM

    aa YM LVL100 YM

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    What's the pumpkin bomb system, only having X amount active at once? You can do that. Just add math_counters