Weapon stunstick: Difference between revisions
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Note:The amount of suit power granted in HL2 is equal to
ReverendV92 (talk | contribs) (Added mention that Stunstick provides 0.5 of the value of sk_battery and linked to SDK code for example.) |
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{{lang|title=weapon_stunstick}} | |||
[[Image:w_stunbaton.PNG|thumb|65px|right]] | [[Image:w_stunbaton.PNG|thumb|65px|right]] | ||
{{ | {{entity|type=e0|weapon_stunstick|series=Half-Life 2}} | ||
== Entity description == | == Entity description == | ||
A [[Combine]] stunstick. When picked up in singleplayer, it supplies power to the [[item_suit|HEV suit]] (much like a [[item_battery|battery]]). Combine players spawn with a stunstick in [[Half-Life 2 Deathmatch]] much like how resistance players spawn with a [[weapon_crowbar|crowbar]], but both teams can use the other weapon if picked up. | A [[Combine]] stunstick. When picked up in singleplayer, it supplies power to the [[item_suit|HEV suit]] (much like a [[item_battery|battery]]). Combine players spawn with a stunstick in [[Half-Life 2 Deathmatch]] much like how resistance players spawn with a [[weapon_crowbar|crowbar]], but both teams can use the other weapon if picked up. |
Revision as of 07:11, 8 February 2023


Entity description
A Combine stunstick. When picked up in singleplayer, it supplies power to the HEV suit (much like a battery). Combine players spawn with a stunstick in Half-Life 2 Deathmatch much like how resistance players spawn with a crowbar, but both teams can use the other weapon if picked up.
Before it is picked up, the stunstick also follows all physics rules as if it were a prop_physics.

sk_battery <int> / 2
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.