Weapon crossbow: Difference between revisions
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The crossbow also follows all physics rules as if it were a [[prop_physics]]. | The crossbow also follows all physics rules as if it were a [[prop_physics]]. | ||
{{ | {{BasicWeapon}} | ||
[[Category:Entities]] | [[Category:Entities]] | ||
[[Category:Weapons]] | [[Category:Weapons]] |
Revision as of 19:16, 19 January 2009
Entity Description
This entity places a crossbow in a map. When picked up, the player is given 5 bolts and the crossbow if they do not already possess one. Additional bolts (up to 11 in total) can be picked up.
A roll of crossbow bolts can be placed in a map with the item_ammo_crossbow entity.
The crossbow 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.