Weapon annabelle: Difference between revisions
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[[Image:hammerannabelle.jpg|frame|right|Annabelle]] | [[Image:hammerannabelle.jpg|frame|right|Annabelle]] | ||
Father Grigori's personal rifle. It is not intended for player use and gives console errors. Annabelle follows all physics rules as if it were a [[prop_physics]]. | [[Father Grigori]]'s personal rifle. It is not intended for player use and gives console errors. Before pickup, Annabelle follows all physics rules as if it were a [[prop_physics]]. | ||
When wielded by the player, this | When wielded by the player, this uses the viewmodel of the normal [[weapon_shotgun|shotgun]]. However the behavior of the weapon is not uniform with that of the regular shotgun - only two shells are loaded into the gun at a time, and the ammo is limited as well. Lastly, the cooldown is much longer for this weapon. | ||
This weapon shares ammunition with the .357 Magnum | This weapon shares ammunition with the .357 Magnum. | ||
{{BasicWeapon}} | {{BasicWeapon}} |
Revision as of 06:41, 14 December 2010
Father Grigori's personal rifle. It is not intended for player use and gives console errors. Before pickup, Annabelle follows all physics rules as if it were a prop_physics.
When wielded by the player, this uses the viewmodel of the normal shotgun. However the behavior of the weapon is not uniform with that of the regular shotgun - only two shells are loaded into the gun at a time, and the ammo is limited as well. Lastly, the cooldown is much longer for this weapon.
This weapon shares ammunition with the .357 Magnum.
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.