Asw pickup mining laser: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (Classifying as model entity)
 
(8 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{as point|asw_pickup_mining_laser}} It is used to spawn a mining laser.
{{CD|CASW_Pickup_Weapon_Mining_Laser|file1=1}}
 
{{this is a|model entity|game=Alien Swarm|name=asw_pickup_mining_laser}} It is used to spawn a mining laser. The laser can be fired at {{ent|asw_prop_laserable}}s to destroy them.
The laser can be fired at [[asw_prop_laserable]] to destroy them.


== Keyvalues ==
== Keyvalues ==
 
{{KV ASWPickup|50|5|0}}
; Bullets in gun <code><[[int]]></code>
: Specifies the number of bullets in this pickup. On this pickup, defaults to 5 grenades.
; Clips <code><[[int]]></code>
: Specifies the number of clips in this pickup. On this pickup, defaults to 0.
; Secondary Bullets <code><[[int]]></code>
: Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.
{{KV ASWPickup}}


== Flags ==
== Flags ==
 
{{Fl Item Swarm}}
{{Fl ASWPickup}}
 
== Inputs ==
 
{{I ASWPickup}}


== Outputs ==
== Outputs ==
{{O Item Swarm}}


{{O ASWPickup}}
==See also==
* {{ent|asw_prop_laserable}}

Latest revision as of 04:30, 19 May 2025

C++ Class hierarchy
CASW_Pickup_Weapon_Mining_Laser
CASW_Pickup_Weapon
CASW_Pickup
CItem
CBaseAnimating
CBaseEntity
C++ asw_pickup_weapon.cpp

asw_pickup_mining_laser is a model entity available in Alien Swarm Alien Swarm. It is used to spawn a mining laser. The laser can be fired at asw_prop_laserables to destroy them.

Keyvalues

Bullets in gun (BulletsInGun) <integer>
Specifies the number of bullets in this pickup. On this pickup, defaults to 50 bullets.
Clips (Clips) <integer>
Specifies the number of clips in this pickup. On this pickup, defaults to 5 clip.
Secondary Bullets (SecondaryBullets) <integer>
Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.
Stay in air on startup (FreezePickup) <boolean>
If set, this pickup won't fall to the ground when the map starts.


Flags

Item:
;Start Constrained : [1]
Keeps the model from moving.

Outputs

Item:

OnPlayerTouch
Fires when the player touches this object.
OnCacheInteraction
Confirm:Fires when the player proves they have 'found' this item:
  • Player touch (whether or not player actually acquires the item)
  • Picked up by +USE

See also