Weapon hopwire: Difference between revisions
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Note:Cut from
after updates; included in Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1.
Warning:Crashes have been reported after enabling this weapon. Use with caution.
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Mycatismycat (talk | contribs) m (minor grammar) |
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{{ | {{obsolete|entity=1}} | ||
{{ | {{Ent not in fgd}} | ||
{{ | {{CD|CWeaponHopwire|file1=1}} | ||
{{This is a|model entity|name=weapon_hopwire|cut=1|game=Half-Life 2: Episode One|game1=Portal}} A highly unstable black hole generator. | |||
{{note|Cut from {{hl2ep1}} after updates; included in Episode 1/2 client DLLs, but not the server DLLs. Included in both the client and server DLLs for Portal 1.}} | |||
{{warning|Crashes have been reported after enabling this weapon. Use with caution.}} | |||
{{BasicWeapon}} | |||
{{ | |||
[[Category:Cut Weapons]] | |||
[[Category:Weapons]] |
Latest revision as of 20:01, 22 July 2025

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
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CWeaponHopwire |
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weapon_hopwire
is a cut model entity available in Half-Life 2: Episode One and
Portal. A highly unstable black hole generator.



Flags
- Start Constrained : [1]
- Prevents the model from moving.
- Deny player pickup (reserve for NPC) : [2]
- Not puntable by Gravity Gun : [4]
Inputs
- HideWeapon !FGD
- If this weapon is being held, hide the worldmodel and/or viewmodel via EF_NODRAW. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.
Outputs
- OnNPCPickup
- Fires when an NPC picks up this weapon. (!activator is the NPC.)
- 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.)
- OnCacheInteraction
- Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.