Tf weapon slap: Difference between revisions
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Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
(Expanded the description; Replaced 'I WeaponSpawn' template with 'I BaseAnimating"; May tidy up 'I BaseAnimating' template soon, but 'KV BaseAnimating' is first (That former template is actually a wrapper template of weapons from the CS / L4D series!)) |
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) |
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{{tf2 | {{this is a|e0|game=tf2|name=tf_weapon_slap}} The entity belonging to the [http://wiki.teamfortress.com/wiki/Hot_Hand Hot Hand] melee weapon, equippable by the [http://wiki.teamfortress.com/wiki/Pyro Pyro]. When manually spawned with the{{ent|ent_create}}command, it will permanently stay static and do nothing. | ||
This entity is only for internal use, specifically for code that runs when a player respawns. It is only of interest to scripters, or mappers involved in complex [[I/O]]. | This entity is only for internal use, specifically for code that runs when a player respawns. It is only of interest to scripters, or mappers involved in complex [[I/O]]. |
Revision as of 09:24, 7 January 2024
tf_weapon_slap
is an e0 available in Team Fortress 2.

- The {{{game}}} parameter is inconsistent with the name defined by the {{tf2}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Team Fortress 2.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
The entity belonging to the Hot Hand melee weapon, equippable by the Pyro. When manually spawned with theent_createcommand, it will permanently stay static and do nothing.
This entity is only for internal use, specifically for code that runs when a player respawns. It is only of interest to scripters, or mappers involved in complex I/O.
Keyvalues

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.
