Weapon pistol: Difference between revisions
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Additional rounds (up to 168 in total) can be picked up. A box of ammunition can be placed in a map with the [[item_ammo_pistol]] or [[item_ammo_pistol_large]] entity. The pistol also follows all physics rules as if it were a [[prop_physics]]. It is relevant in Half-Life 2 single- and multi-player; however, the player starts with 108 bullets and the gun itself in standard multiplayer. | Additional rounds (up to 168 in total) can be picked up. A box of ammunition can be placed in a map with the [[item_ammo_pistol]] or [[item_ammo_pistol_large]] entity. The pistol also follows all physics rules as if it were a [[prop_physics]]. It is relevant in Half-Life 2 single- and multi-player; however, the player starts with 108 bullets and the gun itself in standard multiplayer. | ||
{{ | {{BasicWeapon}} | ||
[[Category:Entities]] | [[Category:Entities]] | ||
[[Category:Weapons]] | [[Category:Weapons]] |
Revision as of 19:16, 19 January 2009
Entity description
This entity places a 9mm semi-automatic pistol (strikingly similar to the H&K USP Match commonly used by the Combine Civil Protection teams) in a map that can be picked up and used as a weapon. When picked up, the player is given 18 bullets (regardless of the difficulty setting) and the pistol (if they do not already possess one).
Additional rounds (up to 168 in total) can be picked up. A box of ammunition can be placed in a map with the item_ammo_pistol or item_ammo_pistol_large entity. The pistol also follows all physics rules as if it were a prop_physics. It is relevant in Half-Life 2 single- and multi-player; however, the player starts with 108 bullets and the gun itself in standard multiplayer.
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.