Weapon crossbow: Difference between revisions
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Bug:The crossbow model will not render in Hammer by default, appearing as an error. To fix the issue, delete the folder
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(Remove entity description header and add hammer model bug) |
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[[Image:w_crossbow.PNG|thumb|right|420px]] | [[Image:w_crossbow.PNG|thumb|right|420px]] | ||
{{hl2 point|weapon_crossbow}} | {{hl2 point|weapon_crossbow}} It is a molten rebar crossbow. When first picked up, the player is given 5 bolts. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with [[item_ammo_crossbow]]. | ||
Before it is picked up, the crossbow also follows all physics rules as if it were a [[prop_physics]]. | Before it is picked up, the crossbow also follows all physics rules as if it were a [[prop_physics]]. | ||
{{bug|The crossbow model will not render in Hammer by default, appearing as an error. To fix the issue, delete the folder <code>Half-Life 2/hl2/models</code>. It contains a broken duplicate of this model, which Hammer fails to load.}} | |||
{{BasicWeapon}} | {{BasicWeapon}} |
Revision as of 16:45, 2 June 2020
Template:Hl2 point It is a molten rebar crossbow. When first picked up, the player is given 5 bolts. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with item_ammo_crossbow.
Before it is picked up, the crossbow also follows all physics rules as if it were a prop_physics.

Half-Life 2/hl2/models
. It contains a broken duplicate of this model, which Hammer fails to load. [todo tested in ?]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.