Weapon frag: Difference between revisions
Jump to navigation
Jump to search
(Added more Informations in the description.) |
m (DISPLAYTITLE) |
||
Line 1: | Line 1: | ||
{{ | {{DISPLAYTITLE:weapon_frag}} | ||
{{base point multi|weapon_frag|game1=Half-Life 2|game2=Day of Defeat: Source}} | {{base point multi|weapon_frag|game1=Half-Life 2|game2=Day of Defeat: Source}} | ||
==Entity description== | ==Entity description== | ||
[[Image:hammerfrag.jpg|frame|right|Frag Grenade in Half-Life 2]] | [[Image:hammerfrag.jpg|frame|right|Frag Grenade in Half-Life 2]] | ||
[[Image:Frag_dods.gif|frame|right|Frag Grenade in Day of Defeat: Source]] | [[Image:Frag_dods.gif|frame|right|Frag Grenade in Day of Defeat: Source]] |
Revision as of 20:44, 19 November 2011
Entity description
In Half-Life 2:
- 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.
npc_grenade_frag is the entity that represents an active grenade (thrown by a player or NPC) in-game.
In Half-Life 2 Deathmatch:
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 Day of Defeat: Source:
The weapon_frag entity is not included in the official .FGD. But it works ingame. It creates a Frag Grenade who can used by the Allied Team.
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.