Rockets, stickybombs, conc grenades, and other explosives will not detonate/explode inside this area.
Keyvalues # Explosive prevention method (explosion_prevention_type<choices>)
Determines the method of explosive prevention.
0: “[Default] Fizzle explosives upon detonation. This is the TF2 default.” 1: “Fizzle only airborne (handheld concs included) explosives upon detonation.” 2: “Fizzle upon landing instead of on attempted detonation.” 3: “Fizzle explosive immediately upon it entering the trigger.”
Generic Bomb
Keyvalues # Explosion Damage (damage<float>)
Amount of damage to do when exploding. The default value is 50.
Explosion Radius (radius<float>)
Explosion radius. The default value is 100.
Health (health<integer>)
Health of the bomb. The default value is 1.
Explosion Sound (sound<sound>)
Name of the sound effect to play when exploding.
Input # input Detonate(void)
Force detonation.
Output # OnDetonate(void)
Fired when this bomb detonates.
A trigger volume that launches the player at a specified speed towards a target or in a direction. This entity also contains some filtering for the players velocity and entry angle.
Keyvalues # Player speed (playerspeed<float>)
Speed at which to launch the players (u/sec). Default is 450.
Physics speed (physicsspeed<float>)
Speed at which to launch physics objects (u/sec). Default is 450.
Use threshold check (useThresholdCheck<integer>)
Turns on filtering based on the player’s speed and entry angle when interacting with the entity.
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