This entity is
not in the
FGD by default.
It should not be put directly in a map because it can only be configured through code.
grenade_bolt
is a model 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 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.
Bug:The model doesn't displays on dynamic objects (brushes and models) in Steam versions. Also doesn't create decals on such objects. (not in
)
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.
Example.
The skin that supposed to be used in multiplayer.
|
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.
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.
Example.
Example with this metal door. The door is prop_dynamic with dynamic collision (required for animations).
|
(not in
)
Note:Models of this entity are different in mod and Steam versions.
Example.
Model in Steam versions of the game.
Model in the mod version.
|
Note:It creates sparks and then disappears if hits skybox in the mod version. In Steam versions, it just disappears.
Note:Only in the mod version you can see white beam created by this entity.
Inputs
- SetToExplode <void> (only in
)
- This input forces bolt to explode upon impact with a surface. Used in multiplayer.
- SetTimer <floatRedirectInput/float> (only in
)
- Sets amount of time before detonate. Doesn't do anything for this entity.
- Detonate <void> (only in
)
- Doesn't do anything for this entity.
- SetThrower <void> (only in
)
- Fired by this entity when appeared. Doesn't do anything.
Outputs
- OnDetonate <void> (only in
)
- Fired by this entity when detonated. This entity cannot detonate, so this output never works.
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)
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