Weapon slam: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
m (updated pic) |
||
Line 1: | Line 1: | ||
[[Image:w_slam.PNG|thumb|150px|right]] | |||
{{point ent| | {{point ent|weapon_slam|game=Half-Life 2: Deathmatch|icon=hl2}} | ||
== Entity description == | == 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. | |||
{{BasicWeapon}} | {{BasicWeapon}} |
Revision as of 03:19, 30 December 2013
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.