Sunucu tanitimi
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title: "Creating Bomb Sites (func_bomb_target and info_bomb_target)"
excerpt: "How to make a de_ map's bomb sites work: the brush func_bomb_target versus the point info_bomb_target, the func_buyzone the Ts need, and info_map_parameters to control bomb rules."
category: "mapping"
tags: "entities, de-maps"
image: ""
read_time: "8 min read"
---
<p>A <code>de_</code> map is defined by its bomb sites &mdash; the zones where the Terrorists can plant the C4. If you build a beautiful defusal map with no bomb-target entity, the Ts spawn with the bomb and have nowhere to plant it, the round never resolves on an objective, and the map behaves like a deathmatch. This covers the two ways to define a site, the buyzone the Ts need, and the parameters that tune bomb behaviour.</p><h2>1. Choose the bomb-target entity</h2><p>CS 1.6 gives you two entities to mark where the bomb can be planted, and you pick based on the shape of the site:</p><ul><li><strong><code>func_bomb_target</code></strong> &mdash; a <em>brush</em> entity. You tie it to a brush covering the plantable area, so the plant zone is exactly the volume you draw. Use this when the site is a defined region (a warehouse floor, a platform).</li><li><strong><code>info_bomb_target</code></strong> &mdash; a <em>point</em> entity. It marks a single spot with a fixed plant radius around it. Simpler, but less precise about the site's shape.</li></ul><p>Most published de_ maps use <code>func_bomb_target</code> because it lets the plant zone match the level geometry. Pick one approach per site; you do not need both.</p><h2>2. Build a func_bomb_target site</h2><p>Draw a brush covering the area where planting should be allowed &mdash; typically a thin box over the floor of the site, tall enough to catch a standing player. Tie that brush to a <code>func_bomb_target</code> entity in the editor. Repeat for the second site. A standard de_ map has <strong>two</strong> bomb sites (A and B); a single-site map is legal but unusual.</p><pre>// conceptually, per site:
brush over the plant floor  ->  tie to entity  ->  func_bomb_target</pre><h2>3. Give the Terrorists a buyzone</h2><p>The Ts carry the bomb but also need to buy, and buyzones are their own entity. Create a <code>func_buyzone</code> brush over each team's spawn/buy area &mdash; one for the T spawn, one for the CT spawn. Without a T-side <code>func_buyzone</code>, Terrorists cannot open the buy menu at all, which is a frequent "buy menu doesn't work on my map" report. Buyzones are brush entities, made the same way as the bomb target: draw the brush, tie it to <code>func_buyzone</code>.</p><h2>4. Tune the rules with info_map_parameters</h2><p>The point entity <code>info_map_parameters</code> controls map-wide objective rules. On a bomb map it lets you set things like whether the bomb can be planted anywhere in a buyzone and the buying behaviour. Place one <code>info_map_parameters</code> in the map and set its keys to match the experience you want; if you leave it out, the map uses engine defaults, which is fine for a standard two-site de_ map. Do not place more than one.</p><h2>5. Make sure the Ts actually get the bomb</h2><p>On a correctly built de_ map with bomb targets present, the game hands the C4 to a random Terrorist at round start automatically &mdash; you do not place a bomb entity. If no T ever receives the bomb, the map is missing its bomb-target entities entirely, so the game does not recognise it as a defusal map. This is the tell that step 1 or 2 was skipped.</p><h2>6. Compile and test both sites</h2><p>These are ordinary entities; a normal <a href="/tutorials/zhlt-vhlt-compile-parameters">ZHLT/VHLT compile</a> bakes them in. Load the map, join T, and confirm you receive the bomb and can plant at both A and B but nowhere else.</p><h2>Common errors</h2><ul><li><strong>No Terrorist ever gets the bomb</strong> &mdash; the map has no <code>func_bomb_target</code> or <code>info_bomb_target</code>, so the game does not treat it as a defusal map. Add at least one bomb target.</li><li><strong>Can plant everywhere / nowhere</strong> &mdash; the <code>func_bomb_target</code> brush is the wrong size, or you used a point <code>info_bomb_target</code> with a radius that is too large or too small. Resize the plant zone.</li><li><strong>Ts cannot open the buy menu</strong> &mdash; missing <code>func_buyzone</code> over the T spawn. Add one per team.</li><li><strong>Bomb site not registering the plant</strong> &mdash; the brush was left as a normal solid instead of being tied to the entity, so it is just a wall. Re-tie it to <code>func_bomb_target</code>.</li><li><strong>Only one site works</strong> &mdash; you built A but forgot to tie B's brush to a second <code>func_bomb_target</code>.</li></ul><h2>Verification</h2><p>Load the map, join Terrorist, and confirm you spawn with the C4 (or receive it as a random T). Walk into site A and confirm the plant prompt appears; plant it. Repeat at site B. Stand outside both sites and confirm you <em>cannot</em> plant there. Join CT and confirm you can defuse a planted bomb. If planting works at both sites and nowhere else, and both teams can buy, the objective layer is complete. Pair this with correct <a href="/tutorials/add-spawns-to-map">player spawns</a> so both teams start in the right place.</p>