Weapon slam: Difference between revisions

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{{DISPLAYTITLE:weapon_slam}}
[[Image:w_slam.PNG|thumb|150px|right]]
{{point ent|{{{1|}}}|game=Half-Life 2: Deathmatch|icon=hl2}}
{{point ent|weapon_slam|game=Half-Life 2: Deathmatch|icon=hl2}}
== Entity description ==
== Entity description ==
Unique weapon to [[Half-Life 2: Deathmatch]]. It can be placed upon any surface for use as a trip wire explosive. Alternatively, it can also be thrown and detonated by remote.
Weapon unique to Half-Life 2: Deathmatch. It can be placed on any surface for use as a tripmine. Alternatively, it can also be thrown and detonated remotely.
 
[[Image:hammerslam.jpg|frame|right|Selectable Lightweight Attack Munition]]


{{BasicWeapon}}
{{BasicWeapon}}

Revision as of 03:19, 30 December 2013

W slam.PNG

Template:Point ent

Entity description

Weapon unique to Half-Life 2: Deathmatch. It can be placed on any surface for use as a tripmine. Alternatively, it can also be thrown and detonated remotely.

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.