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.
Note:In
Black Mesa (mod) this entity also have laser beam, not only laser point.
Note:All these console commands are not directly related to func_tow. These console commands are parameters for grenade_tow.
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified) |
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{{CDA|CFuncTOW|CFuncTank|CBaseEntity|}} | |||
[[File:towiimage.png|350px|right]] | [[File:towiimage.png|350px|right]] | ||
{{this is a|brush entity|name=func_tow|game=Black Mesa}} This is {{WP|BGM-71 TOW}} used by the [[HECU]]. Can be used by player and HECU soldiers. Unlike other entities based on {{ent|func_tank}} entity, this entity needs manual reload after each shoot, the ammunition is {{ent|item_tow_missile}} (must be holded by player, simple touching of this object to {{ent|func_tow}} will not reload this weapon). All inputs, outputs and flags are same as {{ent|func_tank}}, properties as well, but some have special notes. | {{this is a|brush entity|name=func_tow|game=Black Mesa}} This is {{WP|BGM-71 TOW}} used by the [[HECU]]. Can be used by player and HECU soldiers. Unlike other entities based on {{ent|func_tank}} entity, this entity needs manual reload after each shoot, the ammunition is {{ent|item_tow_missile}} (must be holded by player, simple touching of this object to {{ent|func_tow}} will not reload this weapon). All inputs, outputs and flags are same as {{ent|func_tank}}, properties as well, but some have special notes. | ||
{{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.}} | ||
{{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.}} |
Revision as of 01:16, 27 May 2025
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CFuncTOW |
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). All inputs, outputs and flags are same as func_tank, properties as well, but some have special notes.


FindNPCToManTank
input. Other will ignore this input.



|
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.
Dedicated ConVars
See Grenade_tow/Dedicated ConVars.

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).