combine_mine
A bouncing Combine mine. Mapbase adds a few new I/O/KV, but probably not enough.
KeyValues
- Delay (ExplosionDelay) <float>
The delay after being triggered before this mine bounces, or before it explodes if bouncing is disabled. Does not apply to the cavern type.
The delay after being triggered before this mine bounces, or before it explodes if bouncing is disabled. Does not apply to the cavern type.
- Initial State (InitialState) <choices>
The initial state of this mine.
The initial state of this mine.
- Cheap Warn Sound (CheapWarnSound) <choices>
Makes the mine's warn sound use generic sound methods instead of a sound patch, which is cheaper and doesn't continuously take up audio channels. Use this for areas with tons of active mines.
Makes the mine's warn sound use generic sound methods instead of a sound patch, which is cheaper and doesn't continuously take up audio channels. Use this for areas with tons of active mines.
- Start Friendly (Friendly) <choices>
Makes this mine friendly, as if it was placed by the player.
Makes this mine friendly, as if it was placed by the player.
- Enemy Filter (enemyfilter) <filterclass>
Makes this combine_mine target specific NPCs as enemies. It will also use its default targets unless ''Filter Exclusive'' is enabled.
Makes this combine_mine target specific NPCs as enemies. It will also use its default targets unless ''Filter Exclusive'' is enabled.
- Friend Filter (friendfilter) <filterclass>
Makes this combine_mine target specific NPCs as friends. It will also use its default targets unless ''Filter Exclusive'' is enabled.
Makes this combine_mine target specific NPCs as friends. It will also use its default targets unless ''Filter Exclusive'' is enabled.
- Filter Exclusive (FilterExclusive) <choices>
If enabled, the filters will be the exclusive factor in determining whether a mine is friendly or hostile towards a target. Entities that pass neither filter will be ignored by the mine.
If enabled, the filters will be the exclusive factor in determining whether a mine is friendly or hostile towards a target. Entities that pass neither filter will be ignored by the mine.
- LOS method (LOSMask) <choices>
Controls what the mine can't see through when looking for enemies. Useful for when you want mines to see through grates and fences.
Controls what the mine can't see through when looking for enemies. Useful for when you want mines to see through grates and fences.
- Unavoidable (SetUnavoidable) <choices>
If true, this mine will not be avoided by companion NPCs.
If true, this mine will not be avoided by companion NPCs.
- Plant Orientation (Pitch Yaw Roll) (PlantOrientation) <angle>
Sets a custom angle for the mine to consider ''upright'' for planting itself.
Sets a custom angle for the mine to consider ''upright'' for planting itself.
Inputs
- Bounce
<void>
Causes this mine to instantly bounce straight up into the air.
Causes this mine to instantly bounce straight up into the air.
- BounceAtTarget
<target_destination>
Causes this mine to bounce at the specified entity, regardless of distance.
Causes this mine to bounce at the specified entity, regardless of distance.
- SetEnemyFilter
<target_destination>
Changes this mine's enemy filter to the named filter.
Changes this mine's enemy filter to the named filter.
- SetFriendFilter
<target_destination>
Changes this mine's friend filter to the named filter.
Changes this mine's friend filter to the named filter.
- SetUnavoidable
<bool>
Sets whether this mine will not be avoided by companion NPCs.
Sets whether this mine will not be avoided by companion NPCs.
- SetPlantOrientation
<vector>
Sets the mine's plant orientation as an angle.
Sets the mine's plant orientation as an angle.
- SetPlantOrientationRaw
<vector>
Sets the mine's plant orientation as a direction vector.
Sets the mine's plant orientation as a direction vector.
Outputs
- OnTriggered
<void>
Fires when this mine is triggered by an enemy.
Fires when this mine is triggered by an enemy.
- OnExplode
<void>
Fires when this mine actually explodes.
Fires when this mine actually explodes.
