Weapon ar2: Difference between revisions
Jump to navigation
Jump to search
(Updated picture) |
m (Classifying as model entity) |
||
(16 intermediate revisions by 10 users not shown) | |||
Line 1: | Line 1: | ||
[[ | [[File:weapon_irifle.PNG|thumb|250px|right]] | ||
{{CD|CWeaponAR2|base=CHLMachineGun|file1=weapon_ar2.cpp}} | |||
{{ | {{this is a|model entity|name=weapon_ar2|game=Half-Life 2 series}} | ||
==Entity description== | ==Entity description== | ||
An [[npc_combine_s|Overwatch]] pulse rifle. When picked up, the player is given 30 pulses. Up to 90 pulses (including 30 loaded into the weapon) and three alt-fire orbs can be carried. A clip of pulses can be placed in a map with the {{ent|item_ammo_ar2}} or the {{ent|item_ammo_ar2_large}} entity, while orbs can be placed with {{ent|item_ammo_ar2_altfire}}. | |||
Before being picked up, the rifle also follows all physics rules as if it were a {{ent|prop_physics}}. | |||
{{BasicWeapon}} | {{BasicWeapon}} | ||
[[Category: | [[Category:Half-Life 2 Weapons|A]] | ||
Latest revision as of 04:35, 19 May 2025
![]() |
---|
CWeaponAR2 |
![]() |
weapon_ar2
is a model entity available in Half-Life 2 series.
Entity description
An Overwatch pulse rifle. When picked up, the player is given 30 pulses. Up to 90 pulses (including 30 loaded into the weapon) and three alt-fire orbs can be carried. A clip of pulses can be placed in a map with the item_ammo_ar2 or the item_ammo_ar2_large entity, while orbs can be placed with item_ammo_ar2_altfire.
Before being picked up, the rifle also follows all physics rules as if it were a prop_physics.
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.