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. [todo tested in ?]
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:All these console commands are not directly related to func_tow_mp and func_tow. These console commands are parameters for grenade_tow.
MyGamepedia (talk | contribs) (Created page with "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_crossfir...") |
(-added class hierarchy, cleanup) |
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{{LanguageBar}} | |||
[[File:towMPiimage.png|350px|right]] | [[File:towMPiimage.png|350px|right]] | ||
{{CD|???|base=CFuncTank}} | |||
{{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. | ||
{{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.}} | ||
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{{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|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.}} | ||
==Flags== | ==Flags== | ||
Line 23: | Line 13: | ||
==Keyvalues== | ==Keyvalues== | ||
{{ | {{Brush rendering note}} | ||
{{KV Targetname}} | |||
{{KV | |||
{{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|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|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|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. | ||
Line 77: | Line 31: | ||
:*2: Combine Cannon{{bug|Shooting will cause {{code|DispatchEffect: effect "ChopperMuzzleFlash" not found on client}} error message in the console.}} | :*2: Combine Cannon{{bug|Shooting will cause {{code|DispatchEffect: effect "ChopperMuzzleFlash" not found on client}} error message in the console.}} | ||
}} | }} | ||
{{KV | {{KV BaseTank}} | ||
==Inputs== | ==Inputs== | ||
{{I BaseTank}} | {{I BaseTank}} | ||
==Outputs== | ==Outputs== | ||
{{O BaseTank}} | {{O BaseTank}} | ||
{{ | |||
==Dedicated [[ConVars]]== | |||
{{varcom|start}} | |||
{{varcom|sk_detenator_tow_track_acceleration|300|arbitrary number|Missile acceleration.{{bug|Large values may cause missile to disappear.}}}} | |||
{{varcom|sk_detenator_tow_max_speed|3000|arbitrary number|Max missile speed.}} | |||
{{varcom|sk_detenator_tow_intial_speed|1500|arbitrary number|Intial missile speed.{{bug|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_radius|375|arbitrary number|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_radius|375|arbitrary number|Missile damage radius if it is launched by [[NPC]].}} | |||
{{varcom|end}} | |||
{{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== |
Revision as of 03:03, 3 September 2024


![]() |
---|
??? |
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.


FindNPCToManTank
input. Other will ignore this input.


Flags
|
Keyvalues

- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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. [todo tested in ?]
- 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. [todo tested in ?]
- 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. [todo tested in ?]
- 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. [todo tested in ?]
|
Inputs
|
Outputs
|
Dedicated ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_detenator_tow_track_acceleration | 300 | arbitrary number | Missile acceleration.![]() |
sk_detenator_tow_max_speed | 3000 | arbitrary number | Max missile speed. |
sk_detenator_tow_intial_speed | 1500 | arbitrary number | Intial missile speed.![]() |
sk_detenator_tow_plr_dmg | 150 | arbitrary number | Missile damage scale if it is launched by the player. |
sk_detenator_tow_plr_dmg_radius | 375 | arbitrary number | Missile damage radius if it is launched by the player. |
sk_detenator_tow_npc_dmg | 150 | arbitrary number | Missile damage scale if it is launched by NPC. |
sk_detenator_tow_npc_dmg_radius | 375 | arbitrary number | Missile damage radius if it is launched by NPC. |

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).