Weapon crossbow: Difference between revisions
		
		
		
		
		
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Bug:The crossbow model will not render in Hammer by default, appearing as an error. To fix the issue, delete the folder 
		
	
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				Ninjaofsauce (talk | contribs)   (Added console variables)  | 
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{{LanguageBar}}  | |||
{{  | |||
{{tabsBar|main=weapon_crossbow}}  | |||
[[File:w_crossbow.PNG|thumb|right|420px]]  | |||
{{CD|CWeaponCrossbow|base=CBaseHLCombatWeapon|file1=weapon_crossbow.cpp}}  | |||
{{this is a|model entity|name=weapon_crossbow|game=Half-Life 2 series}} It is a molten rebar crossbow. When first picked up, the player is given 5 [[crossbow_bolt|bolts]]. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with {{ent|item_ammo_crossbow}}. The projectile class is [[crossbow_bolt]] with [[Think()]] during flight and [[Touch()]] for impacts.  | |||
Before it is picked up, the crossbow also follows all physics rules as if it were a {{ent|prop_physics}}.  | |||
{{bug|The crossbow model will not render in Hammer by default, appearing as an error. To fix the issue, delete the folder <code>Half-Life 2/hl2/models</code>. It contains a broken duplicate of this model, which Hammer fails to load.}}  | |||
==Dedicated Console Variables==  | |||
;sk_plr_dmg_crossbow <[[int]]>   | |||
:  Damage from Player (Default: 100).  | |||
;sk_npc_dmg_crossbow <[[int]]>   | |||
:  Damage from NPC's (Default: 10, None use crossbow)  | |||
;sk_max_crossbow <[[int]]>  | |||
:  Maximum Ammo (Default: 10).  | |||
{{BasicWeapon}}  | {{BasicWeapon}}  | ||
[[Category:Half-Life 2 Weapons|C]]  | |||
[[Category:Half-Life 2 Weapons]]  | |||
Latest revision as of 20:47, 27 October 2025
| CWeaponCrossbow | 
weapon_crossbow  is a   model entity  available in 
 Half-Life 2 series. It is a molten rebar crossbow. When first picked up, the player is given 5 bolts. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with item_ammo_crossbow. The projectile class is crossbow_bolt with Think() during flight and Touch() for impacts.
Before it is picked up, the crossbow also follows all physics rules as if it were a prop_physics.
Half-Life 2/hl2/models. It contains a broken duplicate of this model, which Hammer fails to load.  [todo tested in ?]Dedicated Console Variables
- sk_plr_dmg_crossbow <int>
 - Damage from Player (Default: 100).
 - sk_npc_dmg_crossbow <int>
 - Damage from NPC's (Default: 10, None use crossbow)
 - sk_max_crossbow <int>
 - Maximum Ammo (Default: 10).
 
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.