Weapon basebomb: Difference between revisions
		
		
		
		
		
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 Important:If placed directly in the map, the weapon will respawn after a few seconds. See DODS/Creating Weapon Spawns for workarounds.
Important:If placed directly in the map, the weapon will respawn after a few seconds. See DODS/Creating Weapon Spawns for workarounds.
		
	
| mNo edit summary | m (Classifying as model entity) | ||
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| {{ | {{ent not in fgd|nolink=1|because={{ent|dod_bomb_dispenser}} should be used instead.}} | ||
| {{this is a|model entity|name=weapon_basebomb|game=Day of Defeat: Source}} | |||
| Used only in detonation maps.  It's given to a player via the {{ent|dod_bomb_dispenser}} [[brush entity]]. | |||
| {{basicdodsweapon}} | |||
| [[Category:Day of Defeat: Source Weapons|B]] | |||
Latest revision as of 06:15, 19 May 2025

This entity is not in the  FGD by default.
It should not be put directly in a map because dod_bomb_dispenser should be used instead..
It should not be put directly in a map because dod_bomb_dispenser should be used instead..
weapon_basebomb  is a   model entity  available in  Day of Defeat: Source.
 Day of Defeat: Source.
Used only in detonation maps. It's given to a player via the dod_bomb_dispenser brush entity.
 Important:If placed directly in the map, the weapon will respawn after a few seconds. See DODS/Creating Weapon Spawns for workarounds.
Important:If placed directly in the map, the weapon will respawn after a few seconds. See DODS/Creating Weapon Spawns for workarounds.Key Values
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Flags
- Start Constrained : [1]
- Prevents the model from moving.
Outputs
Weapon:
- OnNPCPickup
- !activator = NPC
 !caller = this entity
 Fires when an NPC picks up this weapon.
- OnPlayerUse
- !activator = player
 !caller = this entity
 Fires when the player +uses this weapon.
- OnPlayerPickup
- !activator = player
 !caller = this entity
 Fires when a player picks up this weapon.
- OnCacheInteraction
- Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.