Grenade tow: Difference between revisions
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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
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m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified) |
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{{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|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 | {{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 | {{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.| |
Latest revision as of 05:42, 27 May 2025
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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. |