Weapon crossbow: Difference between revisions
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Bug:The crossbow model will not render in Hammer by default, appearing as an error. To fix the issue, delete the folder
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{{langsp}}[[File:w_crossbow.PNG|thumb|right|420px]] | {{langsp}} | ||
{{tabs|weapon_crossbow|goldsrc=1|source=2|main=source}} | |||
[[File:w_crossbow.PNG|thumb|right|420px]] | |||
{{CD|CWeaponCrossbow|base=CBaseHLCombatWeapon|file1=weapon_crossbow.cpp}} | |||
{{this is a|point entity|name=weapon_crossbow|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} It is a molten rebar crossbow. When first picked up, the player is given 5 bolts. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with {{ent|item_ammo_crossbow}}. | {{this is a|point entity|name=weapon_crossbow|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} It is a molten rebar crossbow. When first picked up, the player is given 5 bolts. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with {{ent|item_ammo_crossbow}}. | ||
Revision as of 16:57, 3 July 2024


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CWeaponCrossbow |
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weapon_crossbow
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 is a molten rebar crossbow. When first picked up, the player is given 5 bolts. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with item_ammo_crossbow.
Before it is picked up, the crossbow also follows all physics rules as if it were a prop_physics.

Half-Life 2/hl2/models
. 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 langsp to LanguageBar
- CBaseAnimating
- 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