Func tow: 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. This bug not in
Black Mesa (mod) (the mod version).
Bug:This entity creates laser point. This laser point have issues with rendering, it can be seen through any object. Not in
Black Mesa (mod) (the mod version).
Note:In
Black Mesa (mod) (the mod version) this entity also have laser beam, not only laser point.
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 and func_tow_mp. These console commands are parameters for grenade_tow.
Note:All these console commands are not directly related to func_tow. These console commands are parameters for grenade_tow.
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{{important|This entity can't be used without model combination (will not fire).}} | {{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.}} | {{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. This bug not in {{bms12|4}} (the mod version).}} | {{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. This bug not in {{bms12|4}} (the mod version).|hidetested=1}} | ||
{{bug|This entity creates laser point. This laser point have issues with rendering, it can be seen through any object. Not in {{bms12|4}} (the mod version). | {{bug|This entity creates laser point. This laser point have issues with rendering, it can be seen through any object. Not in {{bms12|4}} (the mod version). | ||
{{expand|title=The bug example.| | {{expand|title=The bug example.| | ||
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</gallery> | </gallery> | ||
}} | }} | ||
}} | |hidetested=1}} | ||
{{note|In {{bms12|4}} (the mod version) this entity also have laser beam, not only laser point. | {{note|In {{bms12|4}} (the mod version) this entity also have laser beam, not only laser point. | ||
{{expand|title=Example.| | {{expand|title=Example.| | ||
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{{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.|hidetested=1}} | ||
}} | }} | ||
{{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.|hidetested=1}} | ||
}} | }} | ||
{{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}} will use <code>Perfect Shot</code> value in any case.}} | :{{bug|This value can't be changed, {{ent|func_tow}} will use <code>Perfect Shot</code> value in any case.|hidetested=1}} | ||
}} | }} | ||
{{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. | ||
:*1: AR2{{note|Changes the color of the fire light to blue.}} | :*1: AR2{{note|Changes the color of the fire light to blue.}} | ||
:*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.|hidetested=1}} | ||
}} | }} | ||
Line 59: | Line 59: | ||
{{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.}}}} | {{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_max_speed|3000|arbitrary number|Max missile speed.}} | {{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_intial_speed|1500|arbitrary number|Intial missile speed.{{bug|Large values may cause missile to disappear.|hidetested=1}}}} | ||
{{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|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_plr_dmg_radius|375|arbitrary number|Missile damage radius if it is launched by the player.}} |
Revision as of 00:34, 13 October 2024
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func_tow
is a brush entity available in Black Mesa. This is
BGM-71 TOW used by the HECU. Can be used by player and HECU soldiers. Unlike other entities based on func_tank entity, this entity needs manual reload after each shoot, the ammunition is item_tow_missile (must be holded by player, simple touching of this object to func_tow will not reload this weapon).


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.
- 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.
- Bullet accuracy (firespread) <choices>
- How accurately the gun can fire.
Bug:This value can't be changed, func_tow will use
Perfect Shot
value in any case.
- 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.
|
Inputs
|
Outputs
|
Dedicated ConVars
Black Mesa: Definitive Edition
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. |

Black Mesa (mod) (the mod version)
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_plr_dmg_grenade_tow | 150 | arbitrary number | Missile damage scale if it is launched by the player. |
sk_npc_dmg_grenade_tow | 150 | arbitrary number | Missile damage scale if it is launched by NPC. |
sk_grenade_tow_airspeed | 1500 | arbitrary number | Missile air speed. |
sk_grenade_tow_precision | 1 | arbitrary number | TOW precision. Doesn't work. |

See also
- func_tow_mp - tow cannon (multiplayer version).
- 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).