Weapon smg1: Difference between revisions
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The submachine gun also follows all physics rules as if it were a [[prop_physics]]. In Half-Life 2 Deathmatch, players spawn with this weapon and ammunition, but not grenades. | The submachine gun also follows all physics rules as if it were a [[prop_physics]]. In Half-Life 2 Deathmatch, players spawn with this weapon and ammunition, but not grenades. | ||
{{ | {{BasicWeapon}} | ||
[[Category:Entities]] | [[Category:Entities]] | ||
[[Category:Weapons]] | [[Category:Weapons]] |
Revision as of 19:16, 19 January 2009
Entity Description
This entity places a submachine gun (strikingly similar to a H&K MP7, but with a built in grenade launcher) in a map. When picked up, the player is given 90 rounds (2 clips) and the gun if they do not already possess one.
Additional rounds (up to 270 in total) can be picked up, as well as grenades (up to 3). A box of ammunition can be placed in a map with the item_ammo_smg1 or item_ammo_smg1_large entity. Grenades can be placed with the item_ammo_smg1_grenade entity.
The submachine gun also follows all physics rules as if it were a prop_physics. In Half-Life 2 Deathmatch, players spawn with this weapon and ammunition, but not grenades.
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.