Weapon crowbar: Difference between revisions
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Before it is picked up, the crowbar also follows all physics rules as if it were a {{ent|mode=link|prop_physics}}. | Before it is picked up, the crowbar also follows all physics rules as if it were a {{ent|mode=link|prop_physics}}. | ||
{{ | {{ModernTip|In order to have an [[npc_citizen]] use the pipe (as in the canals) the citizen must be named "matt" and given this weapon.}} | ||
{{BasicWeapon}} | {{BasicWeapon}} |
Revision as of 11:57, 22 January 2023
Entity description
An old crowbar. Rebel players spawn with a crowbar in Half-Life 2: Deathmatch much like how Combine players spawn with a stunstick, but both teams can use the other weapon if picked up.
Before it is picked up, the crowbar 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.