Making a Func_bomb_target
First create a spot on your map you want to be the bomb site. It's good
to have 2 bomb sites on a map
to prevent CT's camping a single bomb site. It's also good to have more
than one route into a bomb site
to prevent camping a single doorway. I prefer 3 (2 main routes, and a
side route). Just make it hard to
camp but not to hard to protect (more than 3 routes might be to much)
(might not though).Also do not
make the bomb sites too far apart where CT's can not reach 2nd area after
bomb has been planted.
(The simple way)
Okay now you have your Bomb site all layed out now make a brush covered
in the trigger texture,
now select the brush and hit the "To Entity" button. Make it
a func_bomb_target entity.
(make sure the brush touches the ground and goes as high as you want the
Terrorist to be able
too plant the bomb.(like on top of tables or crates)
Adding the Mark at the Bomb Site is also easy.
Just click the decal or overlay
and then Browse thru
textures and find the target decal (Filterword =
Then click in the 3d textured view and place it where the bomb site is.
(*Note: A decal can be placed on any World
Brush, an Overlay can be placed on
a World Brush
or an Entity (like displacement mapping areas)).Overlays
can also be resized by grabbing the handles
and moving them around.
That is the simplest bomb site too make. Now Pt. 2
Pt. 2 Adding outputs to the bomb_target
(Adding stuff and blowing it up)
Now make a few things you want to blow up or make interact with the bomb
explosion. Things like
crates, lights, fire, models, etc.
I made some crates(func_breakable) and env_fire
entities. Some settings for the entities.
it , set material for when it breaks
, set flag for trigger
Env_fire- Name it ,
set the duration and/or size of fire
Now back to the func_bomb_target.
Go to the output flag and adjust the settings.
Click on add button at bottom, then let's add the func_breakable
My Output Named = BombExplode
, Target entities named = Name
of Entity , Via this Input = Break
Now hit the add button again and let's add some fire. env_fire
Output Named = BombExplode , Target
entities named = Name of Entity ,
Via this Input = Start
You can also have it turn off/on lights
, change models skins(change a good light model
into a busted up
light model) , kill entities , turn off/on sprites , make some things
have a delay , etc.....
Don't get to close to the Bomb when it blows up....... :)