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}}
{{BasicWeapon}}


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

Revision as of 19:16, 19 January 2009

Template:Wrongtitle

Entity Description

Crossbow

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.