Weapon frag: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Technical limitations)
(format / cleanup)
Line 1: Line 1:
{{wrongtitle|title=weapon_frag}}
{{wrongtitle|title=weapon_frag}}


[[Category:Entities]]
==Entity Description==


[[Image:hammerfrag.jpg]]
[[Image:hammerfrag.jpg]]


The weapon_frag entity can be used to place a fragmenting grenade in a map. This grenade can be picked up and used as a weapon. When picked up, the player is given 1 additional grenade, up to 5 total. The grenade also follows all physics rules as if it were a [[prop_physics]]. It is relevant in Half-Life 2 single and multi player; however, the player starts with 2 grenades in standard multiplayer.
The weapon_frag entity can be used to place a fragmenting grenade in a map. When picked up, the player is given 1 additional grenade, up to 5 total. The grenade also follows all physics rules as if it were a [[prop_physics]]. In [[Half-Life 2 Deathmatch]], the player spawns with 2 grenades by default.


==Keyvalues==
==Entity Values==


Name: allows you to name the entity. Useful if it is parented to something else or needs to be uniquely identified. Otherwise, leave this blank.
===Keys===


Pitch Yaw Roll (Y Z X): The orientation of the model. These can be manipulated manually by placing a number from 0 to 360 for each value or by rotating the model in the 2D views. All values are in degrees.
*{{kv targetname}}


==Flags==
*{{kv_angles}}


Start Constrained: Prevents the model from moving. Off by default.
===Flags===
----
''See Also''


[[List of entities]]
*'''Start Constrained'''
:Prevents the model from moving. Off by default.
 
===Inputs===
 
* {{i targetname}}
 
===Outputs===
 
* {{o targetname}}
 
* {{o_weapon}}
 
 
[[Category:Entities]]

Revision as of 12:52, 11 July 2005

Template:Wrongtitle

Entity Description

Hammerfrag.jpg

The weapon_frag entity can be used to place a fragmenting grenade in a map. When picked up, the player is given 1 additional grenade, up to 5 total. The grenade also follows all physics rules as if it were a prop_physics. In Half-Life 2 Deathmatch, the player spawns with 2 grenades by default.

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.