Weapon frag: Difference between revisions
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(removed the two expand boxes and added it as basic entity description like any other page. Was silly to have two expand boxes where the second contains a single additional sentence.) |
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* {{dods}} {{ent|weapon_frag_us}} and {{ent|weapon_frag_ger}} | * {{dods}} {{ent|weapon_frag_us}} and {{ent|weapon_frag_ger}} | ||
[[Category:Half-Life 2 Weapons|F]] | [[Category:Half-Life 2 Weapons|F]] | ||
Revision as of 12:48, 23 March 2025
weapon_frag
is an internal point entity available in Half-Life 2 series. The game's frag grenade.
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CWeaponFrag |
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A frag grenade. When first picked up, the player is given one grenade. Up to 5 grenades can be carried (including one carried by the player). In Half-Life 2: Deathmatch all players spawn with two grenades.
A live grenade can be placed into a map with npc_grenade_frag.
Before it is picked up, the grenade also follows all physics rules as if it were a prop_physics.
Flags
- Start Constrained : [1]
- Prevents the model from moving.
- Deny player pickup (reserve for NPC) : [2]
- Not puntable by Gravity Gun : [4]
Inputs
- HideWeapon !FGD
- If this weapon is being held, hide the worldmodel and/or viewmodel via EF_NODRAW. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.
Outputs
- OnNPCPickup
- Fires when an NPC picks up this weapon. (!activator is the NPC.)
- OnPlayerUse
- Fires when the player +uses this weapon. (!activator is the player.)
- OnPlayerPickup
- Fires when a player picks up this weapon. (!activator is the player.)
- OnCacheInteraction
- Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.