weapon_rpg
Class hierarchy |
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CWeaponRPG |
weapon_rpg.cpp |
weapon_rpg
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Half-Life 2: Deathmatch, and Half-Life 2: Lost Coast.
Entity Description
A rocket launcher. When first picked up, the player is given 3 rockets. Up to 3 rockets can be carried at once. A rocket can be placed with item_rpg_round. The rocket entities are named rpg_missile.
If player has to face a gunship it's wise to put item_ammo_crate with the Ammo Type set to RPG Rounds nearby so player has an unlimited supply of rockets to succesfully stand against the gunship.
Before it is picked up, the rocket launcher also follows all physics rules as if it were a prop_physics.
CAPCMissile
also defined in weapon_rpg.cpp
.Flags
Start Constrained : [1]
- Prevents the model from moving.
Deny player pickup (reserve for NPC) : [2]
Not puntable by Gravity Gun : [4]
Inputs
- HideWeapon !FGD
- If this weapon is being held, hide the worldmodel and/or viewmodel via EF_NODRAW. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.
Outputs
- OnNPCPickup
- Fires when an NPC picks up this weapon. (!activator is the NPC.)
- 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.)
- OnCacheInteraction
- Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.
See also
- CBaseAnimating
- Half-Life 2 entities
- Half-Life 2 point entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Half-Life 2: Lost Coast entities
- Half-Life 2: Lost Coast point entities
- Half-Life 2 Entities
- Half-Life 2 Weapons