Weapon crowbar: Difference between revisions

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[[Image:hammercrowbar.jpg]]
[[Image:hammercrowbar.jpg]]


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]].
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]]. In [[Half-Life 2 Deathmatch]], players with a rebel player model will spawn with a crowbar, but not a [[weapon_stunstick|stunstick]].


==Entity Values==
==Entity Values==

Revision as of 12:59, 11 July 2005

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Entity Description

File:Hammercrowbar.jpg

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. In Half-Life 2 Deathmatch, players with a rebel player model will spawn with a crowbar, but not a stunstick.

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.