Weapon smoke ger: Difference between revisions

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(Added Information: Entity not on FGD)
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{{ent not in fgd}}
{{ent not in fgd}}
[[File:Ger_smoke.jpg|right|150px|thumb|The German Smoke Grenade]]
[[File:weapon_smokeger.PNG|right|75px|thumb]]
{{dods point|weapon_smokeger}}
{{dods point|weapon_smokeger}}


==Entity decription==
==Entity description==
Cretes a Axis smokegrenade.
A smoke grenade, usable by the Axis team.
 
{{Basicdodsweapon}}
{{Basicdodsweapon}}
== Game technical ==
* The smoke grenade will not go off until it has come to a complete stop.
* The smoke grenade will not prime in your hand by holding the fire button.
* Once the smoke starts coming out, the grenade will not move.
== Attack modes ==
* +attack will pull the pin to prepare for throwing. Letting go of your +attack key will throw the grenade.
* +attack2 does nothing.
== Other information ==
* The smoke grenade is only given to the assault class.
* Some players video cards are not good enough render the smoke, so they can see through it, though it is a rare case.
== See also ==
* [[Assault class]]
* [[Support class]]
== External links ==
* [[Wikipedia:Hand grenade|Hand grenade]]s
[[Category:Weapons]]

Revision as of 16:40, 3 January 2014

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
Weapon smokeger.PNG

Template:Dods point

Entity description

A smoke grenade, usable by the Axis team.

Icon-Important.pngImportant: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. parentname or target).
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.