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.
MyGamepedia (talk | contribs) (Created page with "{{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}}}} 200px|right {{this is a|point 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 h...") |
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{{this is a|point 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. Most inputs and outputs are same as [[CBaseAnimating]]. Used <code>CBlackMesaBaseProjectile</code> as a base class in Steam versions, <code>CBaseCombatCharacter</code> used in the mod version. | {{this is a|point 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. Most inputs and outputs are same as [[CBaseAnimating]]. Used <code>CBlackMesaBaseProjectile</code> as a base class in Steam versions, <code>CBaseCombatCharacter</code> used in the mod version. | ||
{{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. | |||
{{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.| | |||
<br> | |||
<gallery mode=packed heights=310px> | |||
File:towstuck1.jpg|Example with this metal door. The door is prop_dynamic with dynamic collision (required for animations). | |||
</gallery> | |||
}} | |||
|hidetested=1}} | |||
==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.}} |
Revision as of 04:32, 17 December 2024

grenade_tow
is a point 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. Used
CBlackMesaBaseProjectile
as a base class in Steam versions, CBaseCombatCharacter
used in the mod version.



|
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 | 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. |