Weapon frag: Difference between revisions
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[[Image:hammerfrag.jpg|frame|right|Frag Grenade]] | [[Image:hammerfrag.jpg|frame|right|Frag Grenade]] | ||
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 '''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. Before being picked up, the inactive 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]]. | In [[Half-Life 2: Deathmatch]], the player spawns with 2 grenades by default; the detonation time is extended when picked up by [[weapon_physcannon]]. |
Revision as of 22:39, 13 December 2010
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. Before being picked up, the inactive 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.