Weapon physcannon: Difference between revisions
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Tip:To upgrade the gravity gun to the blue super gravity gun, you will have to set up an env_global entity to look like this:
Tip:If you would prefer a subtle gravity gun to a super gravity gun, see Adnan's Rotational Grav Gun - a 4MB single-player demo mod that simply allows the player to rotate objects held by the Gravgun.
(Added a Scrollbox to the Console Variables.) |
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{{DISPLAYTITLE:weapon_physcannon}} | {{DISPLAYTITLE:weapon_physcannon}} | ||
{{hl2 point|weapon_physcannon}} | {{hl2 point|weapon_physcannon}} | ||
[[Image: | [[Image:weapon_physcannon.png|thumb|right|250px|The gravity gun (top) and its super equivalent]] | ||
== Entity description == | == Entity description == |
Revision as of 09:26, 17 December 2013
Entity description
A gravity gun, used to manipulate physics objects in the game world.
The Zero-Point Energy Field Manipulator was designed for handling hazardous materials, but the people at Eli's lab mainly used it for heavy lifting and playing "catch".
- The weapon_physcannon does not require any ammunition or recharging. Special interactions between a physics prop and the gravity gun are defined by the physgun_interactions in the model's QC file.
- The weapon_physcannon has two attacks : punt and grab. The effective range of each attack depends largely on the mass of the prop or item model. Some NPCs (antlions and headcrabs) are pushed back by the impact of a punt at close range.
- When placed as an entity the weapon_physcannon's world model (
weapons/w_physics.mdl
) behaves like a prop_physics until 'picked-up' by a player. (In Half-Life 2: Deathmatch, the player spawns with a gravity gun by default. See also game_player_equip.)

env_global Initial State: On - This entity can either be triggered by a TurnOn signal, Global State to Set: Super phys gun is enabled, or start on by setting its Set Initial State flag.

Dedicated Console Variables
Dedicated Console Variables:
- g_debug_physcannon <bool>
- Todo: Add a description for this variable.(Default: 0)
- physcannon_cone <float>
- Todo: Add a description for this variable.(Default: 0.97)
- physcannon_ball_cone <float>
- Todo: Add a description for this variable.(Default: 0.997)
- physcannon_punt_cone <float>
- Todo: Add a description for this variable.(Default: 0.997)
- physcannon_minforce <float>
- Todo: Add a description for this variable.(Default: 700.0)
- physcannon_maxforce <float>
- Todo: Add a description for this variable.(Default: 1500.0)
- physcannon_maxmass <float>
- Todo: Add a description for this variable.(Default: 250.0)
- physcannon_pullforce <float>
- Todo: Add a description for this variable.(Default: 4000.0)
- physcannon_tracelength <float>
- Todo: Add a description for this variable.(Default: 250.0)
- physcannon_mega_enabled <bool>
- Todo: Add a description for this variable.(Default: 0)
- physcannon_mega_pullforce <float>
- Todo: Add a description for this variable.(Default: 8000.0)
- physcannon_mega_tracelength <float>
- Todo: Add a description for this variable.(Default: 850.0)
- player_throwforce <float>
- Todo: Add a description for this variable.(Default: 1000.0)
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
- BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Flags
- 1 : Start Constrained
- Prevents the model from moving. Off by default.
- 2 : Start without grab functionality. Obsolete (in all games since
)
- 2 : Deny player pickup (reserve for NPC) (in all games since
)
- 4 : Not puntable by Gravity Gun (in all games since
)
Inputs
- EnableGrab
- Enable the grab functionality. Obsolete (in all games since
)
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.
- OnNPCPickup
- Fires when an NPC picks up this weapon.