Weapon crowbar: Difference between revisions
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In [[Half-Life 2: Deathmatch]], players with a rebel player model will spawn with a crowbar, but not a [[weapon_stunstick|stunstick]]. | In [[Half-Life 2: Deathmatch]], players with a rebel player model will spawn with a crowbar, but not a [[weapon_stunstick|stunstick]]. | ||
{{ | {{BasicWeapon}} | ||
[[Category:Entities]] | [[Category:Entities]] | ||
[[Category:Weapons]] | [[Category:Weapons]] |
Revision as of 19:16, 19 January 2009
Entity Description
The weapon_crowbar entity can be used to place a crowbar in a map. The crowbar also follows all physics rules as if it were a prop_physics. In order to have an npc_citizen use the pipe (as in the canals level in HL2) you have to name the citizen matt, then give them a weapon_crowbar.
In Half-Life 2: Deathmatch, players with a rebel player model will spawn with a crowbar, but not a stunstick.
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.