Grenade tow: Difference between revisions
Jump to navigation
Jump to search
Note:It explodes if hits skybox in the mod version. In Steam versions, it just disappears.
Bug:This grenade entity can stuck at dynamic (not physics) objects, such as prop_dynamic. In such situation, missile will not move until it explodes or disappear by itself. Usually happens with objects that have a dynamic collision, or objects that are in motion.
Tip:If you need to fix this issue, use trigger_weaponfire that will kill stucked missiles, this trigger should be toggled by logic_timer every 0.5-1.0 seconds.
(not in
)
MyGamepedia (talk | contribs) (Created page with "{{ent not in fgd|nolink=1|because=it can only be configured through code in Steam versions of the game. You still can use it in mod version of the game via {{hammer|4}}}} 200px|right {{this is a|point entity|name=grenade_tow|game=Black Mesa}} The grenade entity that used by {{ent|func_tow}} and {{ent|func_tow_mp}}. A TOW missile that launched by {{WP|BGM-71 TOW}} cannon, it lies straight until it hits a surface, and then explodes. It have h...") |
MyGamepedia (talk | contribs) No edit summary |
||
(9 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{CDA|CGrenade_Tow|CBlackMesaBaseProjectile|CBlackMesaBaseDetonator|CBaseAnimating|CBaseEntity|}} | |||
{{ent not in fgd|nolink=1|because=it can only be configured through code in [[Steam]] versions of the game. You still can use it in mod version of the game via {{hammer|4}}}} | {{ent not in fgd|nolink=1|because=it can only be configured through code in [[Steam]] versions of the game. You still can use it in mod version of the game via {{hammer|4}}}} | ||
[[File:towprojectile.png|200px|right]] | [[File:towprojectile.png|200px|right]] | ||
{{this is a| | {{this is a|model entity|name=grenade_tow|game=Black Mesa}} The grenade entity that used by {{ent|func_tow}} and {{ent|func_tow_mp}}. A TOW missile that launched by {{WP|BGM-71 TOW}} cannon, it lies straight until it hits a surface, and then explodes. It have homing feature in the mod version via {{code|SetTarget}} input, this feature not available in [[Steam]] versions of the game. | ||
{{note|It explodes if hits [[skybox]] in the mod version. In Steam versions, it just disappears.}} | {{note|It explodes if hits [[skybox]] in the mod version. In Steam versions, it just disappears.}} | ||
{{bug|hidetested=1|This grenade entity can stuck at dynamic (not physics) objects, such as {{ent|prop_dynamic}}. In such situation, missile will not move until it explodes or disappear by itself. Usually happens with objects that have a dynamic collision, or objects that are in motion. | |||
{{tip|If you need to fix this issue, use {{ent|trigger_weaponfire}} that will kill stucked missiles, this trigger should be toggled by {{ent|logic_timer}} every 0.5-1.0 seconds.}} | |||
{{expand|title=Example.| | |||
<br> | |||
<gallery mode=packed heights=310px> | |||
File:towstuck1.jpg|Example with this metal door. The door is prop_dynamic with dynamic collision (required for animations). | |||
</gallery> | |||
}} | |||
{{not|{{bms12}}}}}} | |||
==Inputs== | ==Inputs== | ||
{{I|Deploy|param=void|Fired by this entity when appears. Deploys model of this grenade.}} | {{I|Deploy|param=void|Fired by this entity when appears. Deploys model of this grenade.}} | ||
Line 18: | Line 29: | ||
{{Bms|4|nt=2}} | {{Bms|4|nt=2}} | ||
{{varcom|start}} | {{varcom|start}} | ||
{{varcom|sk_detenator_tow_track_acceleration|300| | {{varcom|sk_detenator_tow_track_acceleration|300|[[Float]]|Missile acceleration.{{bug|hidetested=1|Large values may cause missile to disappear.}}}} | ||
{{varcom|sk_detenator_tow_max_speed|3000| | {{varcom|sk_detenator_tow_max_speed|3000|Float|Max missile speed.}} | ||
{{varcom|sk_detenator_tow_intial_speed|1500| | {{varcom|sk_detenator_tow_intial_speed|1500|Float|Intial missile speed.{{bug|hidetested=1|Large values may cause missile to disappear.}}}} | ||
{{varcom|sk_detenator_tow_plr_dmg|150| | {{varcom|sk_detenator_tow_plr_dmg|150|Float|Missile damage scale if it is launched by the player.}} | ||
{{varcom|sk_detenator_tow_plr_dmg_radius|375| | {{varcom|sk_detenator_tow_plr_dmg_radius|375|Float|Missile damage radius if it is launched by the player.}} | ||
{{varcom|sk_detenator_tow_npc_dmg|150| | {{varcom|sk_detenator_tow_npc_dmg|150|Float|Missile damage scale if it is launched by [[NPC]].}} | ||
{{varcom|sk_detenator_tow_npc_dmg_radius|375| | {{varcom|sk_detenator_tow_npc_dmg_radius|375|Float|Missile damage radius if it is launched by [[NPC]].}} | ||
{{varcom|end}} | {{varcom|end}} | ||
{{Bms12|4}} | {{Bms12|4}} | ||
{{varcom|start}} | {{varcom|start}} | ||
{{varcom|sk_plr_dmg_grenade_tow|150| | {{varcom|sk_plr_dmg_grenade_tow|150|Float|Missile damage scale if it is launched by the player.}} | ||
{{varcom|sk_npc_dmg_grenade_tow|150| | {{varcom|sk_npc_dmg_grenade_tow|150|Float|Missile damage scale if it is launched by [[NPC]].}} | ||
{{varcom|sk_grenade_tow_airspeed|1500| | {{varcom|sk_grenade_tow_airspeed|1500|Float|Missile air speed.}} | ||
{{varcom|sk_grenade_tow_precision|1| | {{varcom|sk_grenade_tow_precision|1|Float|TOW precision. Doesn't work.}} | ||
{{varcom|end}} | {{varcom|end}} |
Latest revision as of 05:42, 27 May 2025
![]() |
---|
CGrenade_Tow |

grenade_tow
is a model entity available in Black Mesa. The grenade entity that used by func_tow and func_tow_mp. A TOW missile that launched by
BGM-71 TOW cannon, it lies straight until it hits a surface, and then explodes. It have homing feature in the mod version via SetTarget input, this feature not available in Steam versions of the game.



|

Inputs
- Deploy <void>
- Fired by this entity when appears. Deploys model of this grenade.
- SetTarget <string > (only in
)
- Sets specified target and enables homing.
- SetTimer <float > (only in
)
- Sets amount of time before detonate.
Outputs
Dedicated ConVars
Black Mesa: Definitive Edition
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_detenator_tow_track_acceleration | 300 | Float | Missile acceleration.![]() |
sk_detenator_tow_max_speed | 3000 | Float | Max missile speed. |
sk_detenator_tow_intial_speed | 1500 | Float | Intial missile speed.![]() |
sk_detenator_tow_plr_dmg | 150 | Float | Missile damage scale if it is launched by the player. |
sk_detenator_tow_plr_dmg_radius | 375 | Float | Missile damage radius if it is launched by the player. |
sk_detenator_tow_npc_dmg | 150 | Float | Missile damage scale if it is launched by NPC. |
sk_detenator_tow_npc_dmg_radius | 375 | Float | Missile damage radius if it is launched by NPC. |
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_plr_dmg_grenade_tow | 150 | Float | Missile damage scale if it is launched by the player. |
sk_npc_dmg_grenade_tow | 150 | Float | Missile damage scale if it is launched by NPC. |
sk_grenade_tow_airspeed | 1500 | Float | Missile air speed. |
sk_grenade_tow_precision | 1 | Float | TOW precision. Doesn't work. |