Weapon crossbow: Difference between revisions
Jump to navigation
Jump to search

Bug:The crossbow model will not render in Hammer by default, appearing as an error. To fix the issue, delete the folder
m (Rephrased.) |
Ninjaofsauce (talk | contribs) (Added console variables) |
||
| (35 intermediate revisions by 20 users not shown) | |||
| Line 1: | Line 1: | ||
{{ | {{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}} | |||
[[Category:Half-Life 2 Weapons|C]] | |||
[[Category:Weapons]] | |||
Latest revision as of 21:47, 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.