Weapon frag

From Valve Developer Community

Table of contents

Entity Description

Frag Grenade
Frag Grenade

The weapon_frag entity can be used to place a fragmenting grenade in a map. When picked up, the player is given 1 additional grenade, up to 5 total. The grenade also follows all physics rules as if it were a prop_physics.

In Half-Life 2: Deathmatch, the player spawns with 2 grenades by default; the detonation time is extended when picked up by weapon_physcannon.

npc_grenade_frag is the entity that represents an active grenade (thrown by a player or NPC) in-game.

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • fademindist [Episode One Update]
<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 [Episode One Update]
<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 [Episode One Update]
<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) [Episode One Update]
  • 4 : Not puntable by Gravity Gun [Episode One Update]

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnPlayerUse
Fires when the player +uses this weapon.
!activator = player
  • OnPlayerPickup
Fires when a player picks up this weapon.
!activator = player
  • OnNPCPickup
Fires when an NPC picks up this weapon.
!activator = NPC