Func 50cal: Difference between revisions

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{{CD|???|base=CFuncTank}}
{{CD|???|base=CFuncTank}}
{{toc-right}}
{{toc-right}}
{{this is a|brush entity|name=func_50cal|game=Black Mesa}} This is {{WP|M2 Browning}} (or Browning .50 caliber machine gun) that was used by [[HECU]] soldiers during the operation on the territory of the [[Black Mesa Research Facility]]. Can be used by player and HECU soldiers. This machine gun is also used in dm_stalkyard.
{{this is a|brush entity|name=func_50cal|game=Black Mesa}} This is {{WP|M2 Browning}} (or Browning .50 caliber machine gun) that was used by [[HECU]] soldiers during the operation on the territory of the [[Black Mesa Research Facility]]. Can be used by player and HECU soldiers. This machine gun is also used in dm_stalkyard. All outputs and flags are same as {{ent|func_tank}}, properties as well, but some have special notes. The same for inputs, but there are one unique.
{{note|The fire and deploy 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 and deploy 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|Only certain [[NPCs]] ({{ent|npc_human_commander}}, {{ent|npc_human_grenadier}}, {{ent|npc_human_grunt}} and {{ent|npc_human_medic}}) can use this weapon via <code>FindNPCToManTank</code> input. Other will ignore this input.}}
{{note|Only certain [[NPCs]] ({{ent|npc_human_commander}}, {{ent|npc_human_grenadier}}, {{ent|npc_human_grunt}} and {{ent|npc_human_medic}}) can use this weapon via <code>FindNPCToManTank</code> input. Other will ignore this input.}}
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{{Confirm|Can be fixed.}}
{{Confirm|Can be fixed.}}
}}
}}
==Flags==
{{Fl BaseTank}}


==Keyvalues==
==Keyvalues==
{{Brush rendering note}}
{{KV Targetname}}
{{KV Targetname}}
{{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.
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:*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 BaseTank}}


==Inputs==
==Inputs==
{{IO|StopFiring|Fires when stops firing. This input probably created for debugging. Doesn't affect anything.|param=void|nofgd=1}}
{{I|StopFiring|Fires when stops firing. This input probably created for debugging. Doesn't affect anything.|param=void|nofgd=1}}
{{I BaseTank}}
 
==Outputs==
{{O BaseTank}}


==Dedicated [[ConVars]]==
==Dedicated [[ConVars]]==

Revision as of 08:39, 14 December 2024

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50calModel.png
C++ Class hierarchy
???
CFuncTank
CBaseEntity

func_50cal is a brush entity available in Black Mesa Black Mesa. This is Wikipedia icon M2 Browning (or Browning .50 caliber machine gun) that was used by HECU soldiers during the operation on the territory of the Black Mesa Research Facility. Can be used by player and HECU soldiers. This machine gun is also used in dm_stalkyard. All outputs and flags are same as func_tank, properties as well, but some have special notes. The same for inputs, but there are one unique.

Note.pngNote:The fire and deploy 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.pngNote:Only certain NPCs (npc_human_commander, npc_human_grenadier, npc_human_grunt and npc_human_medic) can use this weapon via FindNPCToManTank input. Other will ignore this input.
Note.pngNote:The bullet particles is different in singleplayer and multiplayer, multiplayer particles are smaller.
Note.pngNote:The original model for this gun is a bit unfinished. It doesn't have mesh under it (can be noticed in dm_stalkyard and bm_c2a5a). It also uses concrete surface parametrs, instead of metal surface parametrs.
Icon-Bug.pngBug*:Must be combined with model. Otherwise, game will crash when this entity will shoot.
Icon-Bug.pngBug*: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) Black Mesa (mod) (the mod version).
Icon-Bug.pngBug*:You can find bug in dm_stalkyard when model doesn't rotates with gun position. The gun can kill controller at this moment, because it rotates 360 degrees at this moment. This seems to happen if you quickly press use button several times.
The bug example.


Confirm:Can be fixed.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Effect Handling (effecthandling) <choices>
Produce these sound and particle effects when firing.
  • 0: Use Individual Settings.
  • 1: AR2
    Note.pngNote:Changes the color of the fire light to blue.
  • 2: Combine Cannon
    Icon-Bug.pngBug*:Shooting will cause DispatchEffect: effect "ChopperMuzzleFlash" not found on client error message in the console.

Inputs

StopFiring <void> !FGD
Fires when stops firing. This input probably created for debugging. Doesn't affect anything.

Dedicated ConVars

Cvar/Command Parameters or default value Descriptor Effect
sk_plr_dmg_50cal 6 arbitrary number Player damage scale. Non-functional or deprecated.
sk_npc_dmg_50cal 6 arbitrary number NPC damage scale. Non-functional or deprecated.
sk_max_50cal 0 arbitrary number
Todo: Turn out what it does (if it does anything).
Note.pngNote:All these console commands is not available in the mod version.

See also