Item weapon mp5: Difference between revisions
		
		
		
		
		
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Note:Most objects that inherit class 
Risk of Confusion:Not to be confused with weapon_mp5. 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.
	
		
	
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{{  | {{CDA|CItem_weapon_mp5|CBasePickup|CBaseAnimating|CBaseEntity|}}    | ||
[[File: item_weapon_mp5_bms.png | right | 300px|thumb|The MP5 world model from [[Steam]] versions of the game.]]  | |||
[[File: item_weapon_mp5_bms12.png | right | 300px|thumb|The MP5 world model from the mod version of the game.]]  | |||
{{  | {{this is a|model entity|name=item_weapon_mp5|game=Black Mesa}} It is a MP5 pick up entity, which gives {{ent|weapon_mp5}} for the {{ent|player}} when picked up.  It also gives {{ent|item_ammo_mp5}} {{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_mp5}}. 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_mp5}} - the mp5 weapon entity  | |||
* {{ent|item_ammo_mp5}} - the mp5 ammo entity  | |||
Latest revision as of 08:24, 21 July 2025
| CItem_weapon_mp5 | 
The MP5 world model from Steam versions of the game.
item_weapon_mp5  is a   model entity  available in 
 Black Mesa. It is a MP5 pick up entity, which gives weapon_mp5 for the player when picked up.  It also gives item_ammo_mp5 (not in 
 Black Mesa (mod)).
CBasePickup in Black Mesa have the following features:
- 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_mp5 - the mp5 weapon entity
 - item_ammo_mp5 - the mp5 ammo entity