This subject is related to the Black Mesa Incident era.
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Land Mine

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This subject is related to the Black Mesa Incident era.
This is a safe article. Click for more information.

For other uses, see Mine (disambiguation).

Land mine explode.jpg
Land Mine
Production information
Faction

Hazardous Environment Combat Unit

Type

Land mine

Technical specifications
Damage

400

Accuracy

Excellent

Game information
Entity

N/A

The Land Mine is an explosive used by the HECU. In Half-Life they are seen deployed to secure topside areas of Black Mesa such as the Topside Motorpool and the Black Mesa desert and are often used in conjunction with HECU Snipers.

Overview[edit]

The landmine is a basic explosive device. It is buried just below the ground, and detonates when stepped on. The HECU use the mines as a key part of their securing the topside area of Black Mesa and stopping any personnel that tries to escape the facility. Mines are set up in entire intricate patterns mainly around back entrances to underground complexes and around old guard towers.

Tactics[edit]

  • The landmine deals heavy damage to the player, as do all explosives.
  • Explosives (such as grenades or the Submachine Gun's grenade launcher) are the best way to clear minefields since they will set off all nearby landmines. Other weapons can also be used, but are inefficient compared to explosives due to lack of splash damage and cost of ammunition to dispatch something difficult to locate.
  • Landmines are almost always indicated by a sign to warn the player.

Behind the Scenes[edit]

Mines are implemented in levels through elaborate map scripting, each one consisting of several interconnected entities. An invisible func_breakable brush with 1 hitpoint that is flagged to break on touch (in addition to damage) triggers a multi_manager. That triggers a trigger_hurt entity that deals 400 damage and creates a series of visual and audio effects: an explosion sprite (env_sprite), an explosion sound (ambient_generic), sparks (env_shooter), screen shake (env_shake), and the sound of erupting sand (ambient_generic). In Half-Life, the setup doesn't make use of either func_breakable's built-in explosion functionality (which is typically used for objects like explosive barrels) nor the common env_explosion entity. In Half-Life: Source, the logic of some of the mines (such as those found in the map c2a5x) is simplified, instead opting to use env_explosion which combines several of the aforementioned effects into one entity.

Gallery[edit]

List of appearances[edit]