weapon_shotgun

From Valve Developer Community

Jump to: navigation, search


Contents

Entity Description

Shotgun from HL2 (photo taken in hammer)

This entity places a 12 gauge shotgun in a map. When picked up, the player is given 12 shells and the shotgun if they do not already possess one.

This weapon is only available in Half-Life 2

Additional shells (up to 36 in total) can be picked up. A box of shotgun shells can be placed in a map with the item_box_buckshot entity.

The shotgun also follows all physics rules as if it were a prop_physics.

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.
  • 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.

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. (activator is the NPC)
Personal tools