Weapon smg1: Difference between revisions
		
		
		
		
		
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|  (Screenshot added, cleanup) |  (categorization, formatting) | ||
| Line 4: | Line 4: | ||
| ==Entity description==   | ==Entity description==   | ||
| An automatic machine gun based off the  | An automatic machine gun based off the {{Wiki|MP7}}. When first picked up, the player is given 90 bullets. Up to 295 bullets and three alt-fire grenades can be carried (including 45 loaded into the weapon).  A box of bullets can be placed with [[item_ammo_smg1]] or [[item_ammo_smg1_large]], while grenades can be placed with [[item_ammo_smg1_grenade]]. | ||
| Before it is picked up, the  | Before it is picked up, the gun also follows all physics rules as if it were a [[prop_physics]].   | ||
| {{BasicWeapon}} | {{BasicWeapon}} | ||
| [[Category:Half-Life 2 Weapons]] | [[Category:Half-Life 2 Weapons|S]] | ||
| [[Category:Half-Life 2 Entities]] | [[Category:Half-Life 2 Entities]] | ||
Revision as of 13:38, 18 January 2014
Entity description
An automatic machine gun based off the  MP7. When first picked up, the player is given 90 bullets. Up to 295 bullets and three alt-fire grenades can be carried (including 45 loaded into the weapon).  A box of bullets can be placed with item_ammo_smg1 or item_ammo_smg1_large, while grenades can be placed with item_ammo_smg1_grenade.
 MP7. When first picked up, the player is given 90 bullets. Up to 295 bullets and three alt-fire grenades can be carried (including 45 loaded into the weapon).  A box of bullets can be placed with item_ammo_smg1 or item_ammo_smg1_large, while grenades can be placed with item_ammo_smg1_grenade.
Before it is picked up, the gun also follows all physics rules as if it were a prop_physics.
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.