Weapon striderbuster: Difference between revisions

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m (Robot: fixing template case.)
(→‎Outputs: activator/caller)
 
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{{wrongtitle|title=weapon_striderbuster}}
{{CD|CWeaponStriderBuster|file1=1}}
{{immobile npc}}
{{this is a|model entity|name=weapon_striderbuster|game=Half-Life 2: Episode Two}} It is a sticky bomb designed to be launched at [[npc_strider|Striders]] with the [[Gravity Gun]]. After attaching to the strider, it must be detonated with a conventional weapon. It is referred to by characters as the "Magnusson Device".
 
[[File:Strider Buster introduced.jpg|thumb|250px|right]][[Category:Half-Life 2 Entities]]
==Entity Description==
__NOTOC__
A sticky-bomb designed to be launched at [[npc_strider]]s using the gravgun.  
{{bug|hidetested=1|Entity crashes in [[Portal]] when physics damage is applied.}}
 
{{altnames|name1=prop_stickybomb|misc=Using this classname to spawn this entity prevents it from being place-able into {{ent|prop_vehicle_jeep}} and also cannot aim it straight up when holding it with {{ent|weapon_physcannon}}}}
==Dedicated Console Variables==


==Keyvalues==
==Keyvalues==
* {{KV BasePropPhysics}}
{{KV Targetname}}
*; Dud Bomb : <choices> (0:No, 1:Yes) This striderbuster is not armed (to be used for training).
{{KV|Dud Bomb|intn=dud|bool|This strider buster is not armed. Used to create training busters.}}


==Flags==
==Flags==
* {{Fl BasePropPhysics}}
{{fl|8388608|Don't use [[game_weapon_manager]]}}
* 8388608 : "Don't use [[game_weapon_manager]]"


==Inputs==
==Inputs==
* {{I BasePropPhysics}}
{{I|ExplodeIn|Bomb should explode in this many seconds|param=float}}
*; ExplodeIn : <float> Tells the bomb to explode in X seconds.


==Outputs==
==Outputs==
* {{O BasePropPhysics}}
{{O|OnAttachToStrider|param=void|ac-is-this=1|The strider buster has successfully attached to a strider}}
*; OnAttachToStrider : Fired when the striderbuster successfully attaches to a strider.
{{O|OnDetonate|param=void|ac-is-this=1|The strider buster has detonated}}
 
{{O|OnShatter|param=void|ac-is-this=1|The strider buster has shattered without detonating}}
*; OnDetonate : Fired when the striderbuster detonates.
{{O|OnShotDown|param=void|ac-is-this=1|The strider buster has been shattered by Hunters}}
 
*; OnShatter : Fired when the striderbuster shatters without detonating.
 
*; OnShotDown : Fired when the striderbuster shatters after being shot down by Hunters


{{OtherKIO|prop_physics}}


== See Also ==
* {{ent|npc_strider}}


[[Category:Entities]]
[[Category:Prop entities|stickybomb]] <!-- prop_stickybomb -->
[[Category:Half-Life 2: Episode Two Entities]]

Latest revision as of 18:26, 5 June 2025

C++ Class hierarchy
CWeaponStriderBuster
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ weapon_striderbuster.cpp

weapon_striderbuster is a model entity available in Half-Life 2: Episode Two Half-Life 2: Episode Two. It is a sticky bomb designed to be launched at Striders with the Gravity Gun. After attaching to the strider, it must be detonated with a conventional weapon. It is referred to by characters as the "Magnusson Device".

Strider Buster introduced.jpg
Icon-Bug.pngBug:Entity crashes in Portal when physics damage is applied.
AltNames.pngAltNames: This entity is also tied to prop_stickybomb. Using this classname to spawn this entity prevents it from being place-able into prop_vehicle_jeep and also cannot aim it straight up when holding it with weapon_physcannon

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Dud Bomb (dud) <boolean>
This strider buster is not armed. Used to create training busters.

Flags

Don't use game_weapon_manager : [8388608]

Inputs

ExplodeIn <floatRedirectInput/float>
Bomb should explode in this many seconds

Outputs

OnAttachToStrider <void>
!activator = !caller = this entity
The strider buster has successfully attached to a strider
OnDetonate <void>
!activator = !caller = this entity
The strider buster has detonated
OnShatter <void>
!activator = !caller = this entity
The strider buster has shattered without detonating
OnShotDown <void>
!activator = !caller = this entity
The strider buster has been shattered by Hunters
Note.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_physics.

See Also