Weapon bugbait: Difference between revisions
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Bug:The bugbait is set to an incorrect model in the FGD, causing it to appear as an error in Hammer. This is fixed in TeamSpen210's Hammer Addons. You will also need to delete the folder
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<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}[[File:weapon_bugbait.PNG|thumb|right|150px|World model used before picking up, and when thrown.]] | <!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}[[File:weapon_bugbait.PNG|thumb|right|150px|World model used before picking up, and when thrown.]] | ||
[[File:Weapon_bugbait_viewmodel.png|thumb|right|150px|View model when holding.]] | [[File:Weapon_bugbait_viewmodel.png|thumb|right|150px|View model when holding.]] | ||
{{this is a| | {{this is a|point entity|name=weapon_bugbait|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} It can be used to command [[npc_antlion|antlions]]. The player gets an infinite amount of them. | ||
Before it is picked up, the pheropod also follows all physics rules as if it were a [[prop_physics]]. | Before it is picked up, the pheropod also follows all physics rules as if it were a [[prop_physics]]. |
Revision as of 15:50, 17 May 2024


weapon_bugbait
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch. It can be used to command antlions. The player gets an infinite amount of them.
Before it is picked up, the pheropod also follows all physics rules as if it were a prop_physics.
To detect when the player uses this entity, see point_bugbait.

Half-Life 2/hl2/models
, as it contains a broken duplicate of this model which Hammer fails to load. [todo tested in ?]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.
Categories:
- TODO rewrite lang to LanguageBar
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Pages with uncategorized bugs
- Half-Life 2 Entities
- Half-Life 2 Weapons