weapon_smg1

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Contents

Entity Description

SMG (Submachine Gun)

This entity places a submachine gun (strikingly similar to a H&K MP7, but with a built in grenade launcher) in a map. When picked up, the player is given 90 rounds (2 clips) and the gun if they do not already possess one.

Additional rounds (up to 270 in total) can be picked up, as well as grenades (up to 3). A box of ammunition can be placed in a map with the item_ammo_smg1 or item_ammo_smg1_large entity. Grenades can be placed with the item_ammo_smg1_grenade entity.

The submachine gun also follows all physics rules as if it were a prop_physics. In Half-Life 2 Deathmatch, players spawn with this weapon and ammunition, but not grenades.

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)
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