Weapon crowbar: Difference between revisions
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{{wrongtitle|title=weapon_crowbar}} | {{wrongtitle|title=weapon_crowbar}} | ||
{{hl2 point|weapon_crowbar}} | |||
==Entity | ==Entity description== | ||
[[Image:crowbar.jpg|thumb|right|Crowbar|200px]] | [[Image:crowbar.jpg|thumb|right|Crowbar|200px]] |
Revision as of 09:30, 13 June 2011
Template:Wrongtitle Template:Hl2 point
Entity description
The weapon_crowbar entity can be used to place a crowbar in a map. The crowbar also follows all physics rules as if it were a prop_physics.
In order to have an npc_citizen use the pipe (as in the canals level in HL2) the citizen must be named "matt", then given a weapon_crowbar.
In Half-Life 2: Deathmatch, players with a rebel player model will spawn with a crowbar, but not a stunstick.
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.