func_tow_mp

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TowMPiimage.png
Class hierarchy
???
CFuncTank
CBaseEntity

func_tow_mp is a brush entity available in Black Mesa Black Mesa. This is multiplayer version of func_tow, created for dm_crossfire map. Can be used by player and HECU soldiers. The difference between func_tow and func_tow_mp is that func_tow_mp automatically reloads (the reload speed is determined by property Rate of Fire). func_tow_mp also doesn't use the laser point. All inputs, outputs and flags are same as func_tank, properties as well, but some have special notes.

Represented by class CFuncTOWMP.

Note.pngNote: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.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.
Icon-Important.pngImportant:This entity can't be used without model combination (will not fire).
Warning.pngWarning:It is not recommended to use enabled collision for model, it will cause missiles to explode when fired.
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.

Keyvalues

Name (targetname) <string>
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

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.
Icon-Bug.pngBug: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.
Icon-Bug.pngBug:Doesn't work. If you need your own damage value - use the console commands.
Bullet accuracy (firespread) <choices>
How accurately the gun can fire.
Icon-Bug.pngBug:This value can't be changed, func_tow_mp 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.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.

Dedicated ConVars

Cvar/CommandParameters or default valueDescriptorEffect
sk_detenator_tow_track_acceleration300arbitrary numberMissile acceleration.
Icon-Bug.pngBug:Large values may cause missile to disappear.
sk_detenator_tow_max_speed3000arbitrary numberMax missile speed.
sk_detenator_tow_intial_speed1500arbitrary numberIntial missile speed.
Icon-Bug.pngBug:Large values may cause missile to disappear.
sk_detenator_tow_plr_dmg150arbitrary numberMissile damage scale if it is launched by the player.
sk_detenator_tow_plr_dmg_radius375arbitrary numberMissile damage radius if it is launched by the player.
sk_detenator_tow_npc_dmg150arbitrary numberMissile damage scale if it is launched by NPC.
sk_detenator_tow_npc_dmg_radius375arbitrary numberMissile damage radius if it is launched by NPC.
Note.pngNote:All these console commands are not directly related to func_tow_mp and func_tow. These console commands are parameters for grenade_tow.

See also