Weapon frag: Difference between revisions

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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.
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==
==Keyvalues==
 
===Keys===


*{{kv targetname}}
*{{kv targetname}}
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*{{kv_angles}}
*{{kv_angles}}


===Flags===
==Flags==


*'''Start Constrained'''
*'''Start Constrained'''
:Prevents the model from moving. Off by default.
:Prevents the model from moving. Off by default.


===Inputs===
==Inputs==


* {{i targetname}}
* {{i targetname}}


===Outputs===
==Outputs==


* {{o targetname}}
* {{o targetname}}

Revision as of 22:46, 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.

Keyvalues

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.