Grenade tow: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
 
(8 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|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 homing feature in the mod version via {{code|SetTarget}} input, this feature not available in [[Steam]] versions of the game. Most inputs and outputs are same as [[CBaseAnimating]]. Used <code>CBlackMesaBaseProjectile</code> as a base class in Steam versions, <code>CBaseCombatCharacter</code> used in the mod version.
{{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|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.
{{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.}}
{{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.|
{{expand|title=Example.|
Line 11: Line 13:
</gallery>
</gallery>
}}
}}
|hidetested=1}}
{{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 27: Line 29:
{{Bms|4|nt=2}}
{{Bms|4|nt=2}}
{{varcom|start}}
{{varcom|start}}
{{varcom|sk_detenator_tow_track_acceleration|300|arbitrary number|Missile acceleration.{{bug|Large values may cause missile to disappear.|hidetested=1}}}}
{{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|arbitrary number|Max missile speed.}}
{{varcom|sk_detenator_tow_max_speed|3000|Float|Max missile speed.}}
{{varcom|sk_detenator_tow_intial_speed|1500|arbitrary number|Intial missile speed.{{bug|Large values may cause missile to disappear.|hidetested=1}}}}
{{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|arbitrary number|Missile damage scale if it is launched by the player.}}
{{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|arbitrary number|Missile damage radius if it is launched by the player.}}
{{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|arbitrary number|Missile damage scale if it is launched by [[NPC]].}}
{{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|arbitrary number|Missile damage radius if it is launched by [[NPC]].}}
{{varcom|sk_detenator_tow_npc_dmg_radius|375|Float|Missile damage radius if it is launched by [[NPC]].}}
{{varcom|end}}
{{varcom|end}}
{{Bms12|4}} (the mod version)
{{Bms12|4}}
{{varcom|start}}
{{varcom|start}}
{{varcom|sk_plr_dmg_grenade_tow|150|arbitrary number|Missile damage scale if it is launched by the player.}}
{{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|arbitrary number|Missile damage scale if it is launched by [[NPC]].}}
{{varcom|sk_npc_dmg_grenade_tow|150|Float|Missile damage scale if it is launched by [[NPC]].}}
{{varcom|sk_grenade_tow_airspeed|1500|arbitrary number|Missile air speed.}}
{{varcom|sk_grenade_tow_airspeed|1500|Float|Missile air speed.}}
{{varcom|sk_grenade_tow_precision|1|arbitrary number|TOW precision. Doesn't work.}}
{{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

C++ Class hierarchy
CGrenade_Tow
CBlackMesaBaseProjectile
CBlackMesaBaseDetonator
CBaseAnimating
CBaseEntity
Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map 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 Hammer.
Towprojectile.png

grenade_tow is a model entity available in Black Mesa Black Mesa. The grenade entity that used by func_tow and func_tow_mp. A TOW missile that launched by Wikipedia icon 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.

Note.pngNote:It explodes if hits skybox in the mod version. In Steam versions, it just disappears.
Icon-Bug.pngBug: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.pngTip: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.
Example.


(not in Black Mesa (mod))

Inputs

Deploy <void>
Fired by this entity when appears. Deploys model of this grenade.
SetTarget <stringRedirectInput/string> (only in Black Mesa (mod))
Sets specified target and enables homing.
StopHoming <void> (only in Black Mesa (mod))
Stops homing.
StartHoming <void> (only in Black Mesa (mod))
Enables homing again.
SetTimer <floatRedirectInput/float> (only in Black Mesa (mod))
Sets amount of time before detonate.
Detonate <void> (only in Black Mesa (mod))
Detonates grenade.
SetThrower <void> (only in Black Mesa (mod))
Doesn't do anything and not used for this entity at all.

Outputs

OnDetonate <void> (only in Black Mesa (mod))
Fired by this entity when detonated.

Dedicated ConVars

Black Mesa Black Mesa: Definitive Edition

Cvar/Command Parameters or default value Descriptor Effect
sk_detenator_tow_track_acceleration 300 Float Missile acceleration.
Icon-Bug.pngBug:Large values may cause missile to disappear.
sk_detenator_tow_max_speed 3000 Float Max missile speed.
sk_detenator_tow_intial_speed 1500 Float Intial missile speed.
Icon-Bug.pngBug:Large values may cause missile to disappear.
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.

Black Mesa (mod) Black Mesa (mod)

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.