Asw pickup prifle: Difference between revisions

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m (fixed 'defaults to' values)
(cleanup)
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{{as point|asw_pickup_prifle}} It is used to spawn a prototype rifle.
{{as point|asw_pickup_prifle}}
 
==Entity description==
This Entity is used to spawn a prototype rifle.


== Keyvalues ==
== Keyvalues ==
{{KV ASWPickup}}
{{KV|Bullets in gun|int|Specifies the number of bullets in this pickup. On this pickup, defaults to 98 bullets.}}
{{KV|Clips|int|Specifies the number of clips in this pickup. On this pickup, defaults to 5 clips.}}


; Bullets in gun <code><[[int]]></code>
{{KV|Secondary Bullets|int|Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.}}
: Specifies the number of bullets in this pickup. On this pickup, defaults to 98 bulets.
; Clips <code><[[int]]></code>
: Specifies the number of clips in this pickup. On this pickup, defaults to 5 clips.
; Secondary Bullets <code><[[int]]></code>
: Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 4. This pickup uses stun grenades.
{{KV ASWPickup}}


== Flags ==
== Flags ==
{{Fl ASWPickup}}
{{Fl ASWPickup}}


== Inputs ==
== Inputs ==
{{I ASWPickup}}
{{I ASWPickup}}


== Outputs ==
== Outputs ==
{{O ASWPickup}}
{{O ASWPickup}}

Revision as of 12:21, 17 February 2012

Template:As point

Entity description

This Entity is used to spawn a prototype rifle.

Keyvalues

Stay in air on startup (FreezePickup) <boolean>
If set, this pickup won't fall to the ground when the map starts.


Bullets in gun ([todo internal name (i)]) <integer>
Specifies the number of bullets in this pickup. On this pickup, defaults to 98 bullets.


Clips ([todo internal name (i)]) <integer>
Specifies the number of clips in this pickup. On this pickup, defaults to 5 clips.


Secondary Bullets ([todo internal name (i)]) <integer>
Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.

Flags

Item:
;Start Constrained : [1]
Keeps the model from moving.

Inputs

Outputs

Item:

OnPlayerTouch
Fires when the player touches this object.
OnCacheInteraction
Confirm:Fires when the player proves they have 'found' this item:
  • Player touch (whether or not player actually acquires the item)
  • Picked up by +USE