Weapon hopwire: Difference between revisions

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{{DISPLAYTITLE:weapon_hopwire}}
{{obsolete|entity=1}}
{{hl2 point|weapon_hopwire}}
{{Ent not in fgd}}
{{Stub}}
{{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.}}


==Entity description==
{{BasicWeapon}}
{{note|Much of this article lacks verification and needs to be properly confirmed.}}


A recently discovered "black hole" grenade whose explosion will create a black hole vortex strong enough to even destroy [[npc_strider|striders]]. Is first thrown and then activated by a second attack press, like a remote mine.
[[Category:Cut Weapons]]
 
While not in any currently released Valve product, this weapon can be enabled (so far seen in ep1 and smod) by entering the following into the console:
 
<code>hopwire_vortex 1</code>
 
<code>give weapon_hopwire</code> or <code>give npc_grenade_hopwire</code>
 
This will provide you with only one hopwire. An additional 5 hopwires can possibly be obtained through typing <code>impulse 101</code> into the console ''Not sure if impulse 101 works with it, Doesn't in portal.''.
 
You can also have them in Source SDK-Hammer by going into a entity, Then changing the name to weapon_hopwire and hitting enter then apply.
It will come up as "Obsolete" with the special image but it DOES turn up in-game.
 
{{warning|Crashes has been reported after enabling this weapon. Use with caution.}}
 
==Legacy==
The name "Hopwire" was taken from a grenade originally intended to be in Half-Life 2, which would, when thrown 'hop' into the air, and shoot out tripwires to nearby surfaces. If the tripwires were broken, the grenade would detonate. The old Hopwire can be used in the mod "Missing Information".
 
==Keyvalues==
{{todo|}}
 
==Flags==
{{todo|}}
 
==Outputs==
{{todo|}}
 
==Inputs==
{{todo|}}
 
==Resources==
http://www.halflife2.net/forums/showthread.php?t=110926 - Forum thread about the grenade.
 
http://www.joystiq.com/2006/08/06/the-hl2-episode-1-black-hole-grenade/ - Article with movie.
 
[[Category:Entities]]
[[Category:Weapons]]

Latest revision as of 20:01, 22 July 2025

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CWeaponHopwire
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_hopwire.cpp

weapon_hopwire is a cut model entity available in Half-Life 2: Episode One Half-Life 2: Episode One and Portal Portal. A highly unstable black hole generator.

Note.pngNote:Cut from Half-Life 2: Episode One 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.pngWarning:Crashes have been reported after enabling this weapon. Use with caution.

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.