Weapon bugbait: Difference between revisions
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==Entity description== | ==Entity description== | ||
Bugbait used to command [[npc_antlion|antlions]]. Primary fire orders antlions to converge on a certain point, while secondary fire calls them back towards the player. Like all weapon entities, before pickup the bugbait follows all physics rules as if it were a [[prop_physics]]. However, it only works if there is a [[logic_auto]] entity in the map with a Global State set to "Antlions are player's allies". | Bugbait used to command [[npc_antlion|antlions]]. Primary fire orders antlions to converge on a certain point, while secondary fire calls them back towards the player. Like all weapon entities, before pickup the bugbait follows all physics rules as if it were a [[prop_physics]]. However, it only works if there is a [[logic_auto]] entity in the map with a Global State set to "Antlions are player's allies". | ||
* Impacting bugbaits can be controlled with the [[point_bugbait]] entity. | |||
{{BasicWeapon}} | {{BasicWeapon}} | ||
[[Category:Entities]][[Category:Weapons]] | [[Category:Entities]][[Category:Weapons]] |
Revision as of 07:13, 5 February 2012
Entity description
Bugbait used to command antlions. Primary fire orders antlions to converge on a certain point, while secondary fire calls them back towards the player. Like all weapon entities, before pickup the bugbait follows all physics rules as if it were a prop_physics. However, it only works if there is a logic_auto entity in the map with a Global State set to "Antlions are player's allies".
- Impacting bugbaits can be controlled with the point_bugbait entity.
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.