Weapon frag: Difference between revisions
Jump to navigation
Jump to search
m (Reverted edit of last, changed back to last version by cur) |
m (Robot: fixing template case.) |
||
Line 11: | Line 11: | ||
[[npc_grenade_frag]] is the entity that represents an active grenade (thrown by a player or NPC) in-game. | [[npc_grenade_frag]] is the entity that represents an active grenade (thrown by a player or NPC) in-game. | ||
{{ | {{BasicWeapon}} | ||
[[Category:Entities]] | [[Category:Entities]] | ||
[[Category:Weapons]] | [[Category:Weapons]] |
Revision as of 19:16, 19 January 2009
Entity Description
The weapon_frag entity can be used to place a fragmenting grenade in a map. When picked up, the player is given 1 additional grenade, up to 5 total. The grenade also follows all physics rules as if it were a prop_physics.
In Half-Life 2: Deathmatch, the player spawns with 2 grenades by default; the detonation time is extended when picked up by weapon_physcannon.
npc_grenade_frag is the entity that represents an active grenade (thrown by a player or NPC) in-game.
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.