Template:BasicCSSweapon: Difference between revisions

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m (Cleanup)
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==Keyvalues==
==Keyvalues==
* {{KV Targetname}}
{{KV|ammo|integer|Amount of reserve ammo to be added. Fallback value is 0. {{Not in FGD}}}}
* {{KV Angles}}
{{KV Targetname}}
* '''ammo'''
{{KV Angles}}
: <int> Amount of reserve ammo to be added. Fallback value is 0. Key must be added manually.


==Flags==
==Flags==
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==Inputs==
==Inputs==
* {{I Targetname}}
{{I Targetname}}


==Outputs==
==Outputs==
* {{O Targetname}}
{{O Targetname}}
* {{O Weapon}}
{{O Weapon}}
<includeonly>[[Category:Counter-Strike: Source Entities]] [[Category:Weapons]] [[Category:Counter-Strike: Source]]</includeonly>
<includeonly>[[Category:Counter-Strike: Source Entities]] [[Category:Weapons]] [[Category:Counter-Strike: Source]]</includeonly>

Revision as of 08:38, 3 June 2011

Keyvalues

ammo ([todo internal name (i)]) <integer>
Amount of reserve ammo to be added. Fallback value is 0. !FGD
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

  • 1 : Start Constrained
Prevents the model from moving.

Inputs

Outputs

Weapon:

OnNPCPickup
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon.
OnPlayerUse
!activator = player
!caller = this entity
Fires when the player +uses this weapon.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks up this weapon.
OnCacheInteraction
Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.