Weapon physcannon: Difference between revisions
Jump to navigation
Jump to search

Tip:To supercharge the Gravity Gun, use an env_global entity to enable the global state
Bug:Sometimes the game may crash when the player is holding something at the moment they pick up the gravity gun. [todo tested in ?]
(-added class hierarchy, cleanup) |
No edit summary |
||
Line 14: | Line 14: | ||
==KeyValues== | ==KeyValues== | ||
{{KV Targetname}} | {{KV Targetname}} | ||
==Flags== | ==Flags== | ||
Line 45: | Line 44: | ||
{{varcom|end}} | {{varcom|end}} | ||
== == | == See Also == | ||
[[ | * [[Half-Life 2: Deathmatch Zero Point Energy Field Manipulator fix]] | ||
[[Category:Half-Life 2 Entities]] | [[Category:Half-Life 2 Entities]] | ||
[[Category:Half-Life 2 Weapons|P]] | [[Category:Half-Life 2 Weapons|P]] |
Revision as of 14:58, 26 July 2024


![]() |
---|
CWeaponPhysCannon defined in ![]() weapon_physcannon.cpp
|
weapon_physcannon
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two,
Half-Life 2: Deathmatch, and
Half-Life 2: Lost Coast. It's the Zero-Point Energy Field Manipulator (AKA Gravity Gun), used to manipulate physics objects in the game world. Before it is picked up, the gravity gun also follows all physics rules as if it were a prop_physics.

super_phys_gun
. This does not work in Half-Life 2: Deathmatch or Portal.
Games
[Todo]
Half-Life 2: Deathmatch
Players spawn with a gravity gun by default.
KeyValues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- Start Constrained : [1]
- Prevents the model from moving. Off by default.
- Start without grab functionality. : [2]
- Obsolete (in all games since
)
- Deny player pickup (reserve for NPC) : [2] (in all games since
)
- Not puntable by Gravity Gun : [4] (in all games since
)
Inputs
- EnableGrab
- Enable the grab functionality. Obsolete (in all games since
)
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.
Dedicated ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
g_debug_physcannon | 0 | bool | Enables Gravity Gun debugging, which shows a wireframe outline around objects when picked up |
physcannon_cone | 0.97 | float | Changes how wide the pickup range is, lower numbers are wider. This is a dot product value |
physcannon_ball_cone | 0.997 | float | The dot product of the search cone when using the charged Gravity Gun; if it detects a Prop combine ball within this cone, it'll prioritize picking it up |
physcannon_punt_cone | 0.997 | float | Todo: Add a description for this variable. |
physcannon_minforce | 700.0 | float | Todo: Add a description for this variable. |
physcannon_maxforce | 1500.0 | float | Todo: Add a description for this variable. |
physcannon_maxmass | 250.0 | float | Sets the maximum mass at which an object can be picked up by the gravity gun |
physcannon_pullforce | 4000.0 | float | How much force to be used when pulling objects to the player |
physcannon_tracelength | 250.0 | float | How far an object can be pulled from |
physcannon_mega_enabled | 0 | bool | Enables Dark Energy Field Manipulator |
physcannon_mega_pullforce | 8000.0 | float | How much force the Dark Energy Field Manipulator |
physcannon_mega_tracelength | 850.0 | float | The distance at which the Dark Energy Field Manipulator will be able to pull an object |
player_throwforce | 1000.0 | float | The force applied to throwing objects held without the gravity gun. The force is scaled by the object's mass, to avoid lightweight objects from getting too much force. |
See Also
Categories:
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Non-internal Half-Life 2: Lost Coast entities
- Half-Life 2: Lost Coast entities
- Half-Life 2: Lost Coast point entities
- Pages with uncategorized bugs
- Weapons
- Half-Life 2 Entities
- Half-Life 2 Weapons