Weapon stunstick: Difference between revisions

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The weapon_stunstick entity places a Combine stunstick in a map. This stunstick can be picked up and used as a weapon. The stunstick also follows all physics rules as if it were a [[prop_physics]]. In [[Half-Life 2 Deathmatch]], players who have chosen a Combine player model spawn with a stunstick, but not a [[weapon_crowbar|crowbar]].
The weapon_stunstick entity places a Combine stunstick in a map. This stunstick can be picked up and used as a weapon. The stunstick also follows all physics rules as if it were a [[prop_physics]]. In [[Half-Life 2 Deathmatch]], players who have chosen a Combine player model spawn with a stunstick, but not a [[weapon_crowbar|crowbar]].


==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}}


* {{o_weapon}}
* {{o_weapon}}


[[Category:Entities]]
[[Category:Entities]]

Revision as of 22:47, 11 July 2005

Template:Wrongtitle

Entity Description

Hammerstunstick.jpg

The weapon_stunstick entity places a Combine stunstick in a map. This stunstick can be picked up and used as a weapon. The stunstick also follows all physics rules as if it were a prop_physics. In Half-Life 2 Deathmatch, players who have chosen a Combine player model spawn with a stunstick, but not a crowbar.

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.