Weapon crowbar: Difference between revisions
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{{wrongtitle|title=weapon_crowbar}} | {{wrongtitle|title=weapon_crowbar}} | ||
==Entity Description== | |||
[[Image:hammercrowbar.jpg]] | [[Image:hammercrowbar.jpg]] | ||
The weapon_crowbar entity can be used to place a crowbar in a map | The weapon_crowbar entity can be used to place a crowbar in a map. The crowbar also follows all physics rules as if it were a [[prop_physics]]. | ||
== | ==Entity Values== | ||
===Keys=== | |||
*{{kv targetname}} | |||
*{{kv_angles}} | |||
===Flags=== | |||
[[ | *'''Start Constrained''' | ||
:Prevents the model from moving. Off by default. | |||
===Inputs=== | |||
* {{i targetname}} | |||
===Outputs=== | |||
* {{o targetname}} | |||
* {{o_weapon}} | |||
[[Category:Entities]] |
Revision as of 12:50, 11 July 2005
Entity Description
The weapon_crowbar entity can be used to place a crowbar in a map. The crowbar also follows all physics rules as if it were a prop_physics.
Entity Values
Keys
Flags
- Start Constrained
- Prevents the model from moving. Off by default.
Inputs
Outputs
- Weapon:
- OnNPCPickup
- !activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon.
- OnPlayerUse
- !activator = player
!caller = this entity
Fires when the player +uses this weapon.
- OnPlayerPickup
- !activator = player
!caller = this entity
Fires when a player picks up this weapon.
- OnCacheInteraction
- Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.