Weapon physcannon
From Valve Developer Community
| Table of contents |
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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.)
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 (http://skew.telefragged.com/mods/hl2/ARGG/) - a 4MB single-player demo mod that simply allows the player to rotate objects held by the Gravgun.
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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_pullforce (Default: 8000.0)
- <float>
- physcannon_mega_tracelength (Default: 850.0)
- <float>
- player_throwforce (Default: 1000.0)
- <float>
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Keyvalues
- targetname <target_source>
- 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.
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Flags
- 1 : Start Constrained
- Prevents the model from moving. Off by default.
- 2 : Start without grab functionality. Obsolete [Episode One Update]
- 2 : Deny player pickup (reserve for NPC) [Episode One Update]
- 4 : Not puntable by Gravity Gun [Episode One Update]
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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.
- EnableGrab
- Enable the grab functionality. Obsolete [Episode One Update]
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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.
