Template:BasicWeapon: Difference between revisions

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==Keyvalues==
==Keyvalues==
* {{KV Targetname}}
{{ScrollBox|title=Weapon|noscroll=true|1=
* {{KV Angles}}
{{KV NewFade}}
* {{KV NewFade}}
{{KV Angles}}
{{KV Targetname}}
}}


==Flags==
==Flags==
* 1 : Start Constrained
* 1 : Start Constrained. Prevents the model from moving.
: Prevents the model from moving.
* 2 : Deny player pickup (reserve for NPC)
* {{EP1 add|2 : Deny player pickup (reserve for NPC)}}
* 4 : Not puntable by Gravity Gun
* {{EP1 add|4 : Not puntable by Gravity Gun}}


==Inputs==
==Inputs==
* {{I Targetname}}
{{I Targetname}}


==Outputs==
==Outputs==
* {{O Targetname}}
{{O Weapon}}
* {{O Weapon}}
*'''OnNPCPickup'''
: Fires when an [[NPC]] picks up this weapon. {{activator|NPC}}

Revision as of 06:37, 8 December 2010

Keyvalues

Weapon:
BaseFadeProp:
Start Fade Dist (fademindist) <float>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
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.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

  • 1 : Start Constrained. Prevents the model from moving.
  • 2 : Deny player pickup (reserve for NPC)
  • 4 : Not puntable by Gravity Gun

Inputs

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.