Func 50cal: Difference between revisions
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Note: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:Only certain NPCs (npc_human_commander, npc_human_grenadier, npc_human_grunt and npc_human_medic) can use this weapon via
Note:The bullet particles is different in singleplayer and multiplayer, multiplayer particles are smaller.
Note: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.
Bug:Must be combined with model. Otherwise, game will crash when this entity will shoot.
Bug: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.
Confirm:Can be fixed.
Important:Value from this property affects what direction the gun treats as its default and snaps to when is not controlled (for instant, this is why the gun in the little bunker in bm_c2a2c turns to wrong angle).
MyGamepedia (talk | contribs) (thanks to npc_pigeon for this info) |
MyGamepedia (talk | contribs) (→Inputs) |
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==Inputs== | ==Inputs== | ||
{{I|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 is probably created for debugging. Doesn't affect anything.|param=void|nofgd=1}} | ||
==Dedicated [[ConVars]]== | ==Dedicated [[ConVars]]== |
Revision as of 13:58, 21 August 2025
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CFunc50Cal |
func_50cal
is a brush entity available in Black Mesa. This is
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.


FindNPCToManTank
input. Other will ignore this input.



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Keyvalues
- Pitch Yaw Roll (Y Z X) (angles) <angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

- 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
- StopFiring <void> !FGD
- Fires when stops firing. This input is probably created for debugging. Doesn't affect anything.
Dedicated ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
bm_50cal_scale | 1.25 | Float | Model scale to set for func_50cal's parent entity.
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See also
- func_tow - tow cannon.
- func_tow_mp - tow cannon (multiplayer version).
- 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).