Weapon rpg: Difference between revisions
		
		
		
		
		
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 Continuity Tip: The prop_vehicle_apc also uses guided rockets.
		
	
Gatelych83 (talk | contribs) m (RPG not a crossbow)  | 
				 (rpg_missile)  | 
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{{hl2 point|weapon_rpg}}  | {{hl2 point|weapon_rpg}}  | ||
==Entity description==  | ==Entity description==  | ||
A rocket launcher. When first picked up, the player is given 3 rockets. Up to 4 rockets can be carried (including one loaded into the weapon). A rocket can be placed with [[item_rpg_round]].  | A rocket launcher. When first picked up, the player is given 3 rockets. Up to 4 rockets can be carried (including one loaded into the weapon). A rocket can be placed with [[item_rpg_round]]. The rocket entities are named [[rpg_missile]].  | ||
Before it is picked up, the rocket launcher also follows all physics rules as if it were a [[prop_physics]].    | Before it is picked up, the rocket launcher also follows all physics rules as if it were a [[prop_physics]].    | ||
Revision as of 14:10, 12 July 2018
Entity description
A rocket launcher. When first picked up, the player is given 3 rockets. Up to 4 rockets can be carried (including one loaded into the weapon). A rocket can be placed with item_rpg_round. The rocket entities are named rpg_missile.
Before it is picked up, the rocket launcher 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.