Weapon shotgun: Difference between revisions
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m (Robot: fixing template case.) |
(how old is this article? the shotgun is only available in half-life 2?) |
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[[Image:hammershotgun.jpg|frame|right|Shotgun from [[HL2]] (photo taken in hammer)]] | [[Image:hammershotgun.jpg|frame|right|Shotgun from [[HL2]] (photo taken in hammer)]] | ||
This entity places a 12 gauge shotgun in a map. When picked up, the player is given 12 shells and the shotgun if | This entity places a 12-gauge shotgun in a map. When the shotgun is picked up, the player is given 12 shells, and the shotgun if not already in the player's inventory. | ||
Additional shells (up to 36 in total) can be picked up. A box of shotgun shells can be placed in a map with the [[item_box_buckshot]] entity. | Additional shells (up to 36 in total) can be picked up. A box of shotgun shells can be placed in a map with the [[item_box_buckshot]] entity. | ||
The shotgun also follows all physics rules as if it were a [[prop_physics]]. | The shotgun also follows all physics rules as if it were a [[prop_physics]]. | ||
==Behind the scenes== | |||
The shotgun's appearance is based upon the [[Wikipedia:Franchi SPAS-12|Franchi SPAS-12 Shotgun]]. | |||
{{BasicWeapon}} | {{BasicWeapon}} |
Revision as of 22:01, 13 December 2010
Entity Description

Shotgun from HL2 (photo taken in hammer)
This entity places a 12-gauge shotgun in a map. When the shotgun is picked up, the player is given 12 shells, and the shotgun if not already in the player's inventory.
Additional shells (up to 36 in total) can be picked up. A box of shotgun shells can be placed in a map with the item_box_buckshot entity.
The shotgun also follows all physics rules as if it were a prop_physics.
Behind the scenes
The shotgun's appearance is based upon the Franchi SPAS-12 Shotgun.
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.