Item weapon shotgun: Difference between revisions
Jump to navigation
Jump to search
Note:Most objects that inherit class CBasePickup in Black Mesa have the following features:
Risk of Confusion:Not to be confused with weapon_shotgun. The key difference between weapon_ and item_weapon_ entities are:
Note:Multiplayer mode will not override this value for models with animated sheen if the value isn't default.
Important:Does not disable physics and collision.
DavidSon713 (talk | contribs) (Created page with "{{empty}}") |
MyGamepedia (talk | contribs) No edit summary |
||
(15 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{CDA|CItem_weapon_shotgun|CBasePickup|CBaseAnimating|CBaseEntity|}} | ||
[[File: item_weapon_shotgun_bms.png | right | 160px|thumb|The shotgun world model from [[Steam]] versions of the game.]] | |||
[[File: item_weapon_shotgun_bms12.png | right | 160px|thumb|The shotgun world model from the mod version of the game.]] | |||
{{this is a|model entity|name=item_weapon_shotgun|game=Black Mesa}} It is a shotgun pickup entity, which gives {{ent|weapon_shotgun}} for the {{ent|player}} when picked up. It also gives {{ent|item_ammo_shotgun}} {{not|{{bms12|4}}}}. | |||
{{note|Most objects that inherit class {{code|CBasePickup}} in {{bms|1}} have the following features: | |||
* They're [[VPhysics]] objects (disabled in multiplayer mode). | |||
* Respawn in multiplayer mode (''item_weapon_'' entities creating [[Env xen portal effect|xen portal effects]] as well). | |||
* No physics and collision in multiplayer. | |||
* Model can be changed to your own via the parameter (which is not in the FGD by default, added in [https://github.com/MyGamepedia/Enhanced-Black-Mesa-FGD Enhanced Black Mesa FGD]). | |||
}} | |||
{{bug|hidetested=1|Doesn't collide with other {{code|CBasePickup}} and ''weapon_'' entities {{not|{{bms12}}}}.}} | |||
{{Confusion|Not to be confused with {{ent|weapon_shotgun}}. The key difference between ''weapon_'' and ''item_weapon_'' entities are: | |||
* The respawn mechanics in multiplayer and the respawn sound are different. | |||
* ''weapon_'' physics and collision isn't disabled in multiplayer. | |||
* ''weapon_'' model cannot be changed with properties. | |||
* Different inputs, outputs and flags. | |||
* ''item_weapon_'' can be destroyed by damaging it ([[item_weapon_snark|nest with snarks]] only). | |||
* ''weapon_'' are not giving extra ammo. | |||
* Picking up ''weapon_'' with [[+use|use]] key will force the player to use it, if the player didn't have the weapon before. Doesn't work with ''item_weapon_'' entities. | |||
}} | |||
==Keyvalues== | |||
{{KV|Respawn Time|intn=respawntime|float|Time waited between respawns in multiplayer mode.}} | |||
{{KV|Model|intn=model|studio|Model to use for this entity. | |||
{{note|Multiplayer mode will not override this value for models with animated sheen if the value isn't default.}} | |||
|nofgd=1}} | |||
==Outputs== | |||
{{O|OnPlayerDenied|param=void|Fires if the player has not picked it up when touched.}} | |||
{{O|OnPlayerPickup|param=void|Fires if the player picked it up.}} | |||
==Inputs== | |||
{{I|AttachTo|param=void|Attaches this entity to [[!activator]], the entity becomes impossible to pick up. It becomes invisible in first person mode, but only in [[Steam]] versions of the game only.}} | |||
{{I|Respawn|param=void|Respawn this entity in multiplayer. Fired by this entity after the amount of time from ''Respawn Time'' property.}} | |||
{{I|Disable|param=void|Make this item invisible and disable the ability to be picked up by players. | |||
{{important|Does not disable physics and collision.}} | |||
}} | |||
{{I|Enable|param=void|Make this item visible and enable the ability to be picked up by players.}} | |||
{{I|Fall|param=void|Deattaches this entity if was attached with ''AttachTo'' input, the entity will retain its position before applying this input and will remain stationary until something will hit it.}} | |||
==Flags== | |||
{{Fl|1|[[Physics optimization|Start Asleep]]}} | |||
{{Fl|2|[[Physics optimization|Motion Disabled]]}} | |||
{{Fl|4|Hard Respawn|Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.}} | |||
{{Fl|8|Silent Pickup|Pick up this entity with no sound and [[HUD]] animation.}} | |||
==Dedicated Console Variables== | |||
{{varcom|start}} | |||
{{varcom|sv_mp_spawneffect_item|1|[[Bool]]|Enable/disable the xen portal effects and the sound after respawn in multiplayer.}} | |||
{{varcom|end}} | |||
==See also== | |||
* {{ent|weapon_shotgun}} - the shotgun weapon entity | |||
* {{ent|item_ammo_shotgun}} - the shotgun ammo entity |
Latest revision as of 09:26, 21 July 2025
![]() |
---|
CItem_weapon_shotgun |

The shotgun world model from Steam versions of the game.
item_weapon_shotgun
is a model entity available in Black Mesa. It is a shotgun pickup entity, which gives weapon_shotgun for the player when picked up. It also gives item_ammo_shotgun (not in
Black Mesa (mod)).

- They're VPhysics objects (disabled in multiplayer mode).
- Respawn in multiplayer mode (item_weapon_ entities creating xen portal effects as well).
- No physics and collision in multiplayer.
- Model can be changed to your own via the parameter (which is not in the FGD by default, added in Enhanced Black Mesa FGD).

- The respawn mechanics in multiplayer and the respawn sound are different.
- weapon_ physics and collision isn't disabled in multiplayer.
- weapon_ model cannot be changed with properties.
- Different inputs, outputs and flags.
- item_weapon_ can be destroyed by damaging it (nest with snarks only).
- weapon_ are not giving extra ammo.
- Picking up weapon_ with use key will force the player to use it, if the player didn't have the weapon before. Doesn't work with item_weapon_ entities.
Keyvalues
- Respawn Time (respawntime) <float>
- Time waited between respawns in multiplayer mode.
- Model (model) <model path> !FGD
- Model to use for this entity.

Outputs
- OnPlayerDenied <void>
- Fires if the player has not picked it up when touched.
- OnPlayerPickup <void>
- Fires if the player picked it up.
Inputs
- AttachTo <void>
- Attaches this entity to !activator, the entity becomes impossible to pick up. It becomes invisible in first person mode, but only in Steam versions of the game only.
- Respawn <void>
- Respawn this entity in multiplayer. Fired by this entity after the amount of time from Respawn Time property.
- Disable <void>
- Make this item invisible and disable the ability to be picked up by players.

- Enable <void>
- Make this item visible and enable the ability to be picked up by players.
- Fall <void>
- Deattaches this entity if was attached with AttachTo input, the entity will retain its position before applying this input and will remain stationary until something will hit it.
Flags
- Start Asleep : [1]
- Motion Disabled : [2]
- Hard Respawn : [4]
- Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.
- Silent Pickup : [8]
- Pick up this entity with no sound and HUD animation.
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sv_mp_spawneffect_item | 1 | Bool | Enable/disable the xen portal effects and the sound after respawn in multiplayer. |
See also
- weapon_shotgun - the shotgun weapon entity
- item_ammo_shotgun - the shotgun ammo entity