weapon_physcannon
From Valve Developer Community
Contents |
Entity description
A gravity gun, used to manipulate physics objects in the game world.
The Zero-Point Energy Field Manipulator was designed for handling hazardous materials, but the people at Eli's lab mainly used it for heavy lifting and playing "catch".
- The weapon_physcannon does not require any ammunition or recharging. Special interactions between a physics prop and the gravity gun are defined by the physgun_interactions in the model's QC file.
- The weapon_physcannon has two attacks : punt and grab. The effective range of each attack depends largely on the mass of the prop or item model. Some NPCs (antlions and headcrabs) are pushed back by the impact of a punt at close range.
- When placed as an entity the weapon_physcannon's world model (
weapons/w_physics.mdl) behaves like a prop_physics until 'picked-up' by a player. (In Half-Life 2: Deathmatch, the player spawns with a gravity gun by default. See also game_player_equip.)
| Class: env_global | ||
| Keyvalues | Comments | |
| Initial State | On | This entity can either be triggered by a TurnOn signal, |
| Global State to Set | Super phys gun is enabled | or start on by setting its Set Initial State flag. |
Dedicated console variables
- g_debug_physcannon (Default: 0)
- <boolean>
- physcannon_cone (Default: 0.97)
- <float>
- physcannon_ball_cone (Default: 0.997)
- <float>
- physcannon_punt_cone (Default: 0.997)
- <float>
- physcannon_minforce (Default: 700.0)
- <float>
- physcannon_maxforce (Default: 1500.0)
- <float>
- physcannon_maxmass (Default: 250.0)
- <float>
- physcannon_pullforce (Default: 4000.0)
- <float>
- physcannon_tracelength (Default: 250.0)
- <float>
- physcannon_mega_enabled (Default: 0)
- <boolean>
- physcannon_mega_pullforce (Default: 8000.0)
- <float>
- physcannon_mega_tracelength (Default: 850.0)
- <float>
- player_throwforce (Default: 1000.0)
- <float>
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. Off by default.
- 2 : Start without grab functionality. Obsolete
- 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.
- EnableGrab
- Enable the grab functionality. Obsolete
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
- Fires when an NPC picks up this weapon.
