Func tow mp: Difference between revisions
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Note:The fire, deploy and reload sounds are hardcoded. You still can change both in your Black Mesa mod by replacing the sounds with a blank sounds and playing your own sounds via input/output system.
Note:Only certain NPCs (npc_human_commander, npc_human_grenadier, npc_human_grunt and npc_human_medic) can use this weapon via
Important:This entity can't be used without model combination (will not fire).
Warning:It is not recommended to use enabled collision for model, it will cause missiles to explode when fired.
Bug:NPC's weapon breaks after this gun usage. It doesn't removes, but becomes invisible and unable to shoot (NPC still reload weapon several times, for some reason). This breaks the AI partially, because such NPC still thinks that it have functional weapon.
Note:All these console commands are not directly related to func_tow_mp and func_tow. These console commands are parameters for grenade_tow.
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{{CDA|CFuncTOWMP|CFuncTank|CBaseEntity|}} | |||
[[File:towMPiimage.png|350px|right]] | [[File:towMPiimage.png|350px|right]] | ||
{{this is a|brush entity|name=func_tow_mp|game=Black Mesa}} This is multiplayer version of {{ent|func_tow}}, created for <code>dm_crossfire</code> map. Can be used by player and HECU soldiers. The difference between {{ent|func_tow}} and {{ent|func_tow_mp}} is that {{ent|func_tow_mp}} automatically reloads (the reload speed is determined by property <code>Rate of Fire</code>). {{ent|func_tow_mp}} also doesn't use the laser point. | {{this is a|brush entity|name=func_tow_mp|game=Black Mesa}} This is multiplayer version of {{ent|func_tow}}, created for <code>dm_crossfire</code> map. Can be used by player and HECU soldiers. The difference between {{ent|func_tow}} and {{ent|func_tow_mp}} is that {{ent|func_tow_mp}} automatically reloads (the reload speed is determined by property <code>Rate of Fire</code>). {{ent|func_tow_mp}} also doesn't use the laser point. All inputs, outputs and flags are same as {{ent|func_tank}}, properties as well, but some have special notes. | ||
{{note|The fire, deploy and reload sounds are hardcoded. You still can change both in your {{bms|1}} mod by replacing the sounds with a blank sounds and playing your own sounds via input/output system.}} | {{note|The fire, deploy and reload sounds are hardcoded. You still can change both in your {{bms|1}} mod by replacing the sounds with a blank sounds and playing your own sounds via input/output system.}} | ||
{{note|Only certain [[NPCs]] ({{ent|npc_human_commander}}, {{ent|npc_human_grenadier}}, {{ent|npc_human_grunt}} and {{ent|npc_human_medic}}) can use this weapon via <code>FindNPCToManTank</code> input. Other will ignore this input.}} | {{note|Only certain [[NPCs]] ({{ent|npc_human_commander}}, {{ent|npc_human_grenadier}}, {{ent|npc_human_grunt}} and {{ent|npc_human_medic}}) can use this weapon via <code>FindNPCToManTank</code> input. Other will ignore this input.}} | ||
{{important|This entity can't be used without model combination (will not fire).}} | {{important|This entity can't be used without model combination (will not fire).}} | ||
{{warning|It is not recommended to use enabled collision for model, it will cause missiles to explode when fired.}} | {{warning|It is not recommended to use enabled collision for model, it will cause missiles to explode when fired.}} | ||
{{bug|NPC's weapon breaks after this gun usage. It doesn't removes, but becomes invisible and unable to shoot (NPC still reload weapon several times, for some reason). This breaks the AI partially, because such NPC still thinks that it have functional weapon. | {{bug|hidetested=1|NPC's weapon breaks after this gun usage. It doesn't removes, but becomes invisible and unable to shoot (NPC still reload weapon several times, for some reason). This breaks the AI partially, because such NPC still thinks that it have functional weapon.}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Damage Per Bullet|intn=bullet_damage|string|How much a single bullet hurts everything except the player. If <code>0</code>, takes amount from the type of bullet/damage. | {{KV|Damage Per Bullet|intn=bullet_damage|string|How much a single bullet hurts everything except the player. If <code>0</code>, takes amount from the type of bullet/damage. | ||
{{bug|Doesn't work. If you need your own damage value - use the console commands.}} | :{{bug|hidetested=1|Doesn't work. If you need your own damage value - use the console commands.}} | ||
}} | }} | ||
{{KV|Damage Per Bullet Vs Player|intn=bullet_damage_vs_player|string|How much a single bullet hurts the player only. If <code>0</code>, takes amount from the type of bullet/damage. | {{KV|Damage Per Bullet Vs Player|intn=bullet_damage_vs_player|string|How much a single bullet hurts the player only. If <code>0</code>, takes amount from the type of bullet/damage. | ||
{{bug|Doesn't work. If you need your own damage value - use the console commands.}} | :{{bug|hidetested=1|Doesn't work. If you need your own damage value - use the console commands.}} | ||
}} | }} | ||
{{KV|Bullet accuracy|intn=firespread|choices|How accurately the gun can fire. | {{KV|Bullet accuracy|intn=firespread|choices|How accurately the gun can fire. | ||
: | :{{bug|hidetested=1|This value can't be changed, {{ent|func_tow_mp}} will use <code>Perfect Shot</code> value in any case.}} | ||
{{bug|This value can't be changed, {{ent|func_tow_mp}} will use <code>Perfect Shot</code> value in any case.}} | |||
}} | }} | ||
{{KV|Effect Handling|intn=effecthandling|choices|Produce these sound and particle effects when firing. | {{KV|Effect Handling|intn=effecthandling|choices|Produce these sound and particle effects when firing. | ||
:*0: Use Individual Settings. | :*0: Use Individual Settings. | ||
:*1: AR2{{note|Changes the color of the fire light to blue.}} | :*1: AR2{{note|Changes the color of the fire light to blue.}} | ||
:*2: Combine Cannon{{bug|Shooting will cause {{code|DispatchEffect: effect "ChopperMuzzleFlash" not found on client}} error message in the console.}} | :*2: Combine Cannon{{bug|hidetested=1|Shooting will cause {{code|DispatchEffect: effect "ChopperMuzzleFlash" not found on client}} error message in the console.}} | ||
}} | }} | ||
== | ==Dedicated [[ConVars]]== | ||
{{ | See [[Grenade_tow#Dedicated_ConVars|Grenade_tow/Dedicated ConVars]]. | ||
{{ | {{note|All these console commands are not directly related to {{ent|func_tow_mp}} and {{ent|func_tow}}. These console commands are parameters for {{ent|grenade_tow}}.}} | ||
{{ | |||
{{ | |||
==See also== | ==See also== |
Latest revision as of 01:17, 27 May 2025
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CFuncTOWMP |
func_tow_mp
is a brush entity available in Black Mesa. This is multiplayer version of func_tow, created for
dm_crossfire
map. Can be used by player and HECU soldiers. The difference between func_tow and func_tow_mp is that func_tow_mp automatically reloads (the reload speed is determined by property Rate of Fire
). func_tow_mp also doesn't use the laser point. All inputs, outputs and flags are same as func_tank, properties as well, but some have special notes.


FindNPCToManTank
input. Other will ignore this input.


Keyvalues
- Damage Per Bullet (bullet_damage) <string>
- How much a single bullet hurts everything except the player. If
0
, takes amount from the type of bullet/damage. Bug:Doesn't work. If you need your own damage value - use the console commands.
- Damage Per Bullet Vs Player (bullet_damage_vs_player) <string>
- How much a single bullet hurts the player only. If
0
, takes amount from the type of bullet/damage. Bug:Doesn't work. If you need your own damage value - use the console commands.
- Bullet accuracy (firespread) <choices>
- How accurately the gun can fire.
Bug:This value can't be changed, func_tow_mp will use
Perfect Shot
value in any case.
- Effect Handling (effecthandling) <choices>
- Produce these sound and particle effects when firing.
- 0: Use Individual Settings.
- 1: AR2
Note:Changes the color of the fire light to blue.
- 2: Combine Cannon
Bug:Shooting will cause DispatchEffect: effect "ChopperMuzzleFlash" not found on client error message in the console.
Dedicated ConVars
See Grenade_tow/Dedicated ConVars.

See also
- func_tow - tow cannon.
- func_50cal - Browning .50 caliber machine gun.
- env_mortar_controller - mortar controller.
- env_mortar_launcher - mortar launcher.
- func_tankmortar - combine mortar (remaining from
Half-Life 2).
- func_tank - main brush gun entity.
- func_tankphyscannister - it sets off a physics_cannister within a specified trigger volume.
- func_tankairboatgun - airboat gun (remaining from
Half-Life 2).
- func_tanklaser - laser cannon.
- func_tank_combine_cannon - combine cannon (remaining from
Half-Life 2).