weapon_physcannon

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Contents

Entity description

The Zero Point Energyfield Manipulator
(Gravity Gun)

A gravity gun, used to manipulate physics objects in the game world.

<Half-Life 2> 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.


Tip:To upgrade the gravity gun to the blue super gravity gun, you will have to set up an env_global entity to look like this:
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.
Tip:If you would prefer a subtle gravity gun to a super gravity gun, see Adnan's Rotational Grav Gun - a 4MB single-player demo mod that simply allows the player to rotate objects held by the Gravgun.


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>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • EnableGrab
Enable the grab functionality. Obsolete

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; 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.
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