Weapon slam: Difference between revisions
		
		
		
		
		
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| mNo edit summary | Thunder4ik (talk | contribs)  m (→top: Unicodifying, replaced: [[Image: → [[File:) | ||
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| [[ | [[File:w_slam.PNG|thumb|150px|right]] | ||
| {{this is a|name=weapon_slam|game=Half-Life 2: Deathmatch|game1=Entropy : Zero 2|e0}} | {{this is a|name=weapon_slam|game=Half-Life 2: Deathmatch|game1=Entropy : Zero 2|e0}} | ||
| == Entity description == | == Entity description == | ||
Revision as of 02:19, 9 January 2024
weapon_slam  is an   e0  available in  Half-Life 2: Deathmatch and
 Half-Life 2: Deathmatch and  Entropy : Zero 2.
 Entropy : Zero 2.
Entity description
A tripmine. It can be placed on walls or be thrown and remotely detonated. Up to five can be held at a time.
Before it is picked up, the tripmine 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.