grenade_bolt

grenade_bolt  is a   point entity  available in  Black Mesa. This is crossbow bolt that appears when fired from the crossbow in multiplayer. Used by mod version of the game (with no explosion abilities) for singleplayer campaign. Current Steam versions use the tracerbullet entity, you still can use the old version of the bolts with
 Black Mesa. This is crossbow bolt that appears when fired from the crossbow in multiplayer. Used by mod version of the game (with no explosion abilities) for singleplayer campaign. Current Steam versions use the tracerbullet entity, you still can use the old version of the bolts with sk_crossbow_tracer_enabled 0, bolts will not differ from the mod version. In singleplayer, bolts behave similarly to  Half-Life 2 in that they can bounce, create sparks when hitting surfaces, and can kill most enemies in one hit, it is affected by gravity (which requires shooting with lead), and lacks the ability to chain the body to a wall (used for tracerbullet). In multiplayer, they use dynamite stick in their composition, which is why they explode instantly upon impact with a surface. Most inputs and outputs are same as CBaseAnimating. Used
 Half-Life 2 in that they can bounce, create sparks when hitting surfaces, and can kill most enemies in one hit, it is affected by gravity (which requires shooting with lead), and lacks the ability to chain the body to a wall (used for tracerbullet). In multiplayer, they use dynamite stick in their composition, which is why they explode instantly upon impact with a surface. Most inputs and outputs are same as CBaseAnimating. Used CBlackMesaBaseProjectile as a base class in Steam versions, CBaseCombatCharacter used in the mod version.
 Bug:Creates a bullet impact decal when exploding, instead of an explosion decal.
Bug:Creates a bullet impact decal when exploding, instead of an explosion decal. Bug:Doesn't use proper skin in multiplayer, even though it is provided and used for other entities that use bolts for model.
Bug:Doesn't use proper skin in multiplayer, even though it is provided and used for other entities that use bolts for model.
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 Workaround:You can use trigger_weaponfire to set proper skin (will not affect bolts from secondary attack).
Workaround:You can use trigger_weaponfire to set proper skin (will not affect bolts from secondary attack). Bug:This grenade entity can stuck at dynamic (not physics) objects, such as prop_dynamic. In such situation, bolt will will not move until it explodes. Usually happens with objects that have a dynamic collision, or objects that are in motion.
Bug:This grenade entity can stuck at dynamic (not physics) objects, such as prop_dynamic. In such situation, bolt will will not move until it explodes. 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 bolts, this trigger should be toggled by logic_timer every 0.5-1.0 seconds.
Tip:If you need to fix this issue, use trigger_weaponfire that will kill stucked bolts, this trigger should be toggled by logic_timer every 0.5-1.0 seconds.| 
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 Note:Models of this entity are different in mod and Steam versions.
Note:Models of this entity are different in mod and Steam versions.
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 Note:Only in the mod version you can see white beam created by this entity.
Note:Only in the mod version you can see white beam created by this entity. Note:Cannot go through fence, unlike tracerbullet.
Note:Cannot go through fence, unlike tracerbullet.Inputs
- SetToExplode  <void> (only in  ) )
- This input forces bolt to explode upon impact with a surface. Used in multiplayer.  Tip:You can use this input for singleplayer map. Use trigger_weaponfire that will fire this input for every grenade_bolt entity (make sure that Tip:You can use this input for singleplayer map. Use trigger_weaponfire that will fire this input for every grenade_bolt entity (make sure thatsk_crossbow_tracer_enabledis disabled).
- SetTimer  <float> (only in  ) )
- Sets amount of time before detonate. Doesn't do anything for this entity.
Outputs
- OnDetonate  <void> (only in  ) )
- Fired by this entity when detonated. This entity cannot detonate, so this output never works.
Dedicated ConVars
 Black Mesa: Definitive Edition
 Black Mesa: Definitive Edition
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| sk_crossbow_tracer_enabled | 1 | Bool | Enable tracer crossbow bolts if 1. With 0, crossbow will use grenade_bolt. Does not affect multiplayer mode. | 
| sk_detenator_bolt_airspeed | 5000 | Float | Bolt air speed. | 
| sk_detenator_bolt_client_lifetime | 30 | Float | Amount of time before bolt disappear after it lands. | 
| sk_detenator_bolt_dot_bounce | -0.5 | Float | Affects the number of bounces the bolt can make. Should be used a negative value (otherwise the bolt will remain in one point). | 
| sk_detenator_bolt_gravity | 40 | Float | Gravity scale, or how much gravity will affect the bolt. | 
| sk_detenator_bolt_plr_dmg | 115 | Float | Amount of damage from bolt. | 
| sk_weapon_crossbow_bolt_advance_speed | 2 | Float | Acceleration during flight. | 
| sk_detenator_bolt_plr_xplode_direct_hit_dmg | 75 | Float | Amount of damage from direct hit for explondable bolt. | 
| sk_detenator_bolt_plr_xplode_dmg | 50 | Float | Amount of damage from indirect hit for explondable bolt (the damage from explosion). | 
| sk_detenator_bolt_plr_xplode_radius | 128 | Float | Explosion radius for explondable bolt. | 
 Black Mesa (mod) (the mod version)
 Black Mesa (mod) (the mod version)
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| sk_plr_dmg_bolt | 75 | Float | Amount of damage from player's bolt. | 
| sk_plr_dmg_bolt_sniper | 0 | Float | Amount of damage from player's bolt for sniper. Doesn't work. | 
| sk_npc_dmg_bolt | 0 | Float | Amount of damage from NPC's bolt. Doesn't work, none of the available NPCs can use crossbow. Probably should have been used for female assassins (in the original  Half-Life there was an idea to use crossbow for this NPC class), you can find mention of separate crossbow's sounds for NPCs (in scripts/weapon_crossbow.txt). | 
See Also
- weapon_crossbow - the weapon crossbow entity
- item_weapon_crossbow - the pickup crossbow entity
- item_ammo_crossbow - the ammo entity for weapon crossbow
- tracerbullet - the tracer version of bolts
- blackmesa_crossbow_tracer - the crossbow tracer entity




