Weapon smg1: Difference between revisions
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(Technical limitations) |
(format / cleanup - removed "smg.jpg" since 2 pictures aren't really neccesary) |
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{{wrongtitle|title=weapon_smg1}} | {{wrongtitle|title=weapon_smg1}} | ||
[[ | ==Entity Description== | ||
[[Image:hammersmg.jpg]] | |||
The weapon_smg1 entity can be used to place a submachine gun in a map. When picked up, the player is given 90 bullets and the gun if they do not already possess one. Additional bullets (up to 270 in total) can be picked up, as well as grenades (up to 3). A box of bullets can be placed in a map with the [[item_ammo_smg]] or [[item_ammo_smg_large]] entity. Grenades can be placed with the [[item_ammo_smg_grenade]] entity. The submachine gun also follows all physics rules as if it were a [[prop_physics]]. In Half-Life 2 Deathmatch, players spawn with this weapon and ammunition, but not grenades. | |||
==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 12:55, 11 July 2005
Entity Description
The weapon_smg1 entity can be used to place a submachine gun in a map. When picked up, the player is given 90 bullets and the gun if they do not already possess one. Additional bullets (up to 270 in total) can be picked up, as well as grenades (up to 3). A box of bullets can be placed in a map with the item_ammo_smg or item_ammo_smg_large entity. Grenades can be placed with the item_ammo_smg_grenade entity. The submachine gun also follows all physics rules as if it were a prop_physics. In Half-Life 2 Deathmatch, players spawn with this weapon and ammunition, but not grenades.
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.