weapon_ar2
From Valve Developer Community
Contents |
Entity Description
The weapon_ar2 entity can be used to place an Overwatch pulse rifle in a map. This rifle can be picked up and used as a weapon. When picked up, the player is given 60 pulses and the rifle if they do not already possess one. Additional pulses (up to 90 in total) can be picked up, as well as pulse orbs (up to 3). A clip of pulses can be placed in a map with the item_ammo_ar2 or item_ammo_ar2_large entity. Pulse orbs can be placed in a map with the item_ammo_ar2_altfire entity. The rifle also follows all physics rules as if it were a prop_physics. It is relevant in Half-Life 2 single and multi player.
Keyvalues
-
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
-
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
- fademindist
- <float> Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
- fademaxdist
- <float> Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
- fadescale
- <float> If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
Flags
- 1 : Start Constrained
- Prevents the model from moving.
- 2 : Deny player pickup (reserve for NPC)
- 4 : Not puntable by Gravity Gun
Inputs
-
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
- OnPlayerUse
- Fires when the player +uses this weapon. (activator is the player)
- OnPlayerPickup
- Fires when a player picks up this weapon. (activator is the player)
- OnNPCPickup

