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. This bug is (only in
).
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
)
m (Classifying as model entity) |
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified) |
||
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Represented by class <code>CGrenade_Tow</code>. | Represented by class <code>CGrenade_Tow</code>. | ||
{{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. This bug is {{only|{{bms}}}}. | {{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. This bug is {{only|{{bms}}}}. | ||
{{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 13: | Line 13: | ||
</gallery> | </gallery> | ||
}} | }} | ||
{{not|{{bms12}}}} | {{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 29: | Line 29: | ||
{{Bms|4|nt=2}} | {{Bms|4|nt=2}} | ||
{{varcom|start}} | {{varcom|start}} | ||
{{varcom|sk_detenator_tow_track_acceleration|300|[[Float]]|Missile acceleration.{{bug|Large values may cause missile to disappear. | {{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|Float|Max missile speed.}} | {{varcom|sk_detenator_tow_max_speed|3000|Float|Max missile speed.}} | ||
{{varcom|sk_detenator_tow_intial_speed|1500|Float|Intial missile speed.{{bug|Large values may cause missile to disappear. | {{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|Float|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|Float|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.}} |
Revision as of 07:23, 20 May 2025

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. Most inputs and outputs are same as CBaseAnimating.
Represented by class CGrenade_Tow
.




|

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. |