Weapon ar2: Difference between revisions
Jump to navigation
Jump to search
(Updated picture) |
mNo edit summary |
||
Line 1: | Line 1: | ||
[[Image:weapon_irifle.PNG|thumb| | [[Image:weapon_irifle.PNG|thumb|300px|right|Combine Overwatch Pulse Rifle]] | ||
{{hl2 point|weapon_ar2}} | {{hl2 point|weapon_ar2}} |
Revision as of 13:06, 17 December 2013
Entity description
It can be used to place an Overwatch pulse rifle in a map. This rifle can be picked up and used as a weapon. When picked up, the player is given 60 pulses and the rifle if they do not already possess one. Additional pulses (up to 90 in total) can be picked up, as well as secondary-fire pulse orbs (up to 3). A clip of pulses can be placed in a map with the item_ammo_ar2 or the item_ammo_ar2_large entity.
Pulse orbs can be placed in a map with the item_ammo_ar2_altfire entity. Before being picked up, the rifle also follows all physics rules as if it were a prop_physics.
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.