Weapon crowbar: Difference between revisions

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{{DISPLAYTITLE:weapon_crowbar}}
[[Image:weapon_crowbar.png|thumb|right|Crowbar|200px]]
{{hl2 point|weapon_crowbar}}
==Entity description==
==Entity description==
[[Image:crowbar.jpg|thumb|right|Crowbar|200px]]


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]].   
This [[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 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 [[weapon_stunstick|stunstick]].
In [[Half-Life 2: Deathmatch]], players with a rebel player model will spawn with a crowbar, but not a [[weapon_stunstick|stunstick]].

Revision as of 13:39, 17 December 2013

Crowbar

Entity description

This 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.