Weapon physcannon: Difference between revisions
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Tip:To supercharge the Gravity Gun, you will have to set up an env_global entity to enable it.
Bug:Sometimes the game may crash when the player is holding something at the moment they pick up the gravity gun. [todo tested in ?]
(just saw this bug firsthand) |
(Cleanup.) |
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[[Image:weapon_physcannon.png|thumb|right|250px]] | [[Image:weapon_physcannon.png|thumb|right|250px]] | ||
{{hl2 point|weapon_physcannon}} It's the '''Zero-Point Energy Field Manipulator''' (AKA Gravity Gun), used to manipulate physics objects in the game world. In [[ | {{hl2 point|weapon_physcannon}} It's the '''Zero-Point Energy Field Manipulator''' (AKA Gravity Gun), used to manipulate physics objects in the game world. In {{hl2dm|4}}, [[player]]s spawn with a gravity gun by default. Before it is picked up, the gravity gun also follows all physics rules as if it were a {{ent|prop_physics}}. | ||
{{tip|To supercharge the Gravity Gun, you will have to set up an {{ent|env_global}} entity to enable it.}} | {{tip|To supercharge the Gravity Gun, you will have to set up an {{ent|env_global}} entity to enable it.}} | ||
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==Dedicated ConVars== | ==Dedicated ConVars== | ||
{{ScrollBox|title=Dedicated Console Variables| | <!--{{ScrollBox|title=Dedicated Console Variables|--> | ||
;g_debug_physcannon <[[bool]]> | ;g_debug_physcannon <[[bool]]> | ||
: Enables Gravity Gun debugging, which shows a wire frame outline around objects when picked up(Default: 0) | : Enables Gravity Gun debugging, which shows a wire frame outline around objects when picked up(Default: 0) | ||
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: {{Todo|Add a description for this variable.}}(Default: 1000.0) | : {{Todo|Add a description for this variable.}}(Default: 1000.0) | ||
==KeyValues== | |||
{{KV BaseEntity|noscroll=1}} | |||
== | |||
{{KV | |||
{{KV NewFade}} | {{KV NewFade}} | ||
==Flags== | ==Flags== | ||
{{fl|1|Start Constrained|Prevents the model from moving. Off by default.}} | |||
{{fl|2|Start without grab functionality.|Obsolete {{ep1|since}}}} | |||
{{fl|2|Deny player pickup (reserve for NPC)|since=EP1}} | |||
{{fl|4|Not puntable by Gravity Gun|since=EP1}} | |||
==Inputs== | ==Inputs== | ||
{{IO|EnableGrab|Enable the grab functionality. {{EP1 add|Obsolete}}}} | |||
{{I Targetname}} | {{I Targetname}} | ||
==Outputs== | ==Outputs== | ||
{{O Weapon}} | {{O Weapon}} | ||
[[Category:Half-Life 2 Entities]] | [[Category:Half-Life 2 Entities]] | ||
[[Category:Half-Life 2 Weapons|P]] | [[Category:Half-Life 2 Weapons|P]] |
Revision as of 20:04, 25 April 2022
Template:Hl2 point It's the Zero-Point Energy Field Manipulator (AKA Gravity Gun), used to manipulate physics objects in the game world. In Half-Life 2: Deathmatch, players spawn with a gravity gun by default. Before it is picked up, the gravity gun also follows all physics rules as if it were a prop_physics.


Dedicated ConVars
- g_debug_physcannon <bool>
- Enables Gravity Gun debugging, which shows a wire frame outline around objects when picked up(Default: 0)
- physcannon_cone <float>
- Changes how wide the pickup range is, lower numbers are wider (Default: 0.97)
- physcannon_ball_cone <float>
- Todo: Add a description for this variable.(Default: 0.997)
- physcannon_punt_cone <float>
- Todo: Add a description for this variable.(Default: 0.997)
- physcannon_minforce <float>
- Todo: Add a description for this variable.(Default: 700.0)
- physcannon_maxforce <float>
- Todo: Add a description for this variable.(Default: 1500.0)
- physcannon_maxmass <float>
- Sets the maximum mass at which an object can be picked up by the gravity gun(Default: 250.0)
- physcannon_pullforce <float>
- How much force to be used when pulling objects to the player(Default: 4000.0)
- physcannon_tracelength <float>
- How far an object can be pulled from(Default: 250.0)
- physcannon_mega_enabled <bool>
- Enables Dark Energy Field Manipulator(Default: 0)
- physcannon_mega_pullforce <float>
- How much force the Dark Energy Field Manipulator (Default: 8000.0)
- physcannon_mega_tracelength <float>
- The distance at which the Dark Energy Field Manipulator will be able to pull an object(Default: 850.0)
- player_throwforce <float>
- Todo: Add a description for this variable.(Default: 1000.0)
KeyValues
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Flags
- Start Constrained : [1]
- Prevents the model from moving. Off by default.
- Start without grab functionality. : [2]
- Obsolete (in all games since
)
- Deny player pickup (reserve for NPC) : [2] (in all games since
)
- Not puntable by Gravity Gun : [4] (in all games since
)
Inputs
- EnableGrab
- Enable the grab functionality. Obsolete (in all games since
)
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.