Weapon striderbuster: Difference between revisions

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__NOTOC__
__NOTOC__
{{bug|Entity crashes in [[Portal]] when physics damage is applied.}}
{{bug|Entity crashes in [[Portal]] when physics damage is applied.}}
{{altnames|name1=prop_stickybomb}}
{{altnames|name1=prop_stickybomb|misc=Using this classname to spawn this entity prevents it from being place-able into {{ent|prop_vehicle_jeep}} and also cannot aim it straight up when holding it with {{ent|weapon_physcannon}}}}


==Keyvalues==
==Keyvalues==
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==Inputs==
==Inputs==
{{IO|ExplodeIn|Bomb should explode in this many seconds|param=float}}
{{I|ExplodeIn|Bomb should explode in this many seconds|param=float}}


==Outputs==
==Outputs==
{{IO|OnAttachToStrider|The strider buster has successfully attached to a strider}}
{{O|OnAttachToStrider|The strider buster has successfully attached to a strider}}
{{IO|OnDetonate|The strider buster has detonated}}
{{O|OnDetonate|The strider buster has detonated}}
{{IO|OnShatter|The strider buster has shattered without detonating}}
{{O|OnShatter|The strider buster has shattered without detonating}}
{{IO|OnShotDown|The strider buster has been shattered by Hunters}}
{{O|OnShotDown|The strider buster has been shattered by Hunters}}


{{OtherKIO|prop_physics}}
{{OtherKIO|prop_physics}}

Revision as of 12:46, 23 March 2025

C++ Class hierarchy
CWeaponStriderBuster
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ weapon_striderbuster.cpp

weapon_striderbuster is a point entity available in Half-Life 2: Episode Two Half-Life 2: Episode Two. It is a sticky bomb designed to be launched at Striders with the Gravity Gun. After attaching to the strider, it must be detonated with a conventional weapon. It is referred to by characters as the "Magnusson Device".

Strider Buster introduced.jpg
Icon-Bug.pngBug:Entity crashes in Portal when physics damage is applied.  [todo tested in ?]
AltNames.pngAltNames: This entity is also tied to prop_stickybomb. Using this classname to spawn this entity prevents it from being place-able into prop_vehicle_jeep and also cannot aim it straight up when holding it with weapon_physcannon

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Dud Bomb (dud) <boolean>
This strider buster is not armed. Used to create training busters.

Flags

Don't use game_weapon_manager : [8388608]

Inputs

ExplodeIn <floatRedirectInput/float>
Bomb should explode in this many seconds

Outputs

OnAttachToStrider
The strider buster has successfully attached to a strider
OnDetonate
The strider buster has detonated
OnShatter
The strider buster has shattered without detonating
OnShotDown
The strider buster has been shattered by Hunters
Note.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_physics.

See Also