Weapon slam: Difference between revisions
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[[ | {{CD|CWeapon_SLAM|file1=weapon_slam}} | ||
{{ | [[File:w_slam.PNG|thumb|150px|right]] | ||
{{this is a|model entity|name=weapon_slam|game=Half-Life 2: Deathmatch|game1=Entropy : Zero 2|game2=Mapbase|game3=Garry's Mod}} | |||
A tripmine. It can be placed on walls or be thrown and remotely detonated. Up to five can be held at a time. | |||
Before it is picked up, the tripmine also follows all physics rules as if it were a [[prop_physics]]. | |||
{{BasicWeapon}} | {{BasicWeapon}} | ||
[[Category:Half-Life 2 | [[Category:Half-Life 2 Weapons|S]] | ||
Latest revision as of 05:48, 14 July 2025
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CWeapon_SLAM |
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weapon_slam
is a model entity available in Half-Life 2: Deathmatch,
Entropy : Zero 2,
Mapbase, and
Garry's Mod.
A tripmine. It can be placed on walls or be thrown and remotely detonated. Up to five can be held at a time.
Before it is picked up, the tripmine 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.