Weapon striderbuster: Difference between revisions

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{{ep2 point|weapon_striderbuster}} 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.
{{CD|CWeaponStriderBuster|file1=1}}
 
{{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|right|You can call it a Magnuson Device if you really want to.]]
[[File:Strider Buster introduced.jpg|thumb|250px|right]][[Category:Half-Life 2 Entities]]
__NOTOC__
{{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}}}}


==Keyvalues==
==Keyvalues==
 
{{KV Targetname}}
; Dud Bomb <code><[[bool]]></code>
{{KV|Dud Bomb|intn=dud|bool|This strider buster is not armed. Used to create training busters.}}
: This strider buster is not armed. Used to create training busters.
{{KV BasePropPhysics}}


==Flags==
==Flags==
{{fl|8388608|Don't use [[game_weapon_manager]]}}


* {{Fl BasePropPhysics}}
==Inputs==
* Don't use [[game_weapon_manager]]
{{I|ExplodeIn|Bomb should explode in this many seconds|param=float}}


==Inputs==
==Outputs==
{{O|OnAttachToStrider|param=void|ac-is-this=1|The strider buster has successfully attached 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}}
{{O|OnShotDown|param=void|ac-is-this=1|The strider buster has been shattered by Hunters}}


; <code>ExplodeIn <'''float'''></code>
{{OtherKIO|prop_physics}}
: Bomb should explode in this many seconds.
{{I BasePropPhysics}}


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


; <code>OnAttachToStrider</code>
[[Category:Prop entities|stickybomb]] <!-- prop_stickybomb -->
: The strider buster has successfully attached to a strider.
; <code>OnDetonate</code>
: The strider buster has detonated.
; <code>OnShatter</code>
: The strider buster has shattered without detonating.
; <code>OnShotDown</code>
: The strider buster has been shattered by Hunters ({{todo|Or other NPCs?}})
{{O BasePropPhysics}}

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