Weapon 357: Difference between revisions

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[[Image:weapon_357.jpg|frame|right|Magnum .357 revolver]]
[[Image:weapon_357.PNG|thumb|right|250px]]


{{hl2 point|weapon_357}} It places a .357 Magnum revolver in a map. When picked up, the player is given 12 rounds and the revolver if they do not already possess one. Up to 6 | 12 rounds can be held at a time. A box of bullets can be placed in a map with the [[item_ammo_357]] or [[item_ammo_357_large]] entity. Before pickup, the revolver also follows all physics rules as if it were a [[prop_physics]].
{{hl2 point|weapon_357}}
 
==Entity description==
A magnum based off the [[Wikipedia:Colt Python|Colt Python]]. When first picked up, the player is given 6 bullets. Up to 24 bullets can be carried (including six loaded into the weapon) A box of rounds can be placed with [[item_ammo_357]].
 
Before it is picked up, the magnum also follows all physics rules as if it were a [[prop_physics]].


{{BasicWeapon}}
{{BasicWeapon}}


[[Category:Entities]] [[Category:Weapons]]
[[Category:Half-Life 2 Entities]]  
[[Category:Half-Life 2 Weapons]]

Revision as of 18:35, 1 January 2014

Weapon 357.PNG

Template:Hl2 point

Entity description

A magnum based off the Colt Python. When first picked up, the player is given 6 bullets. Up to 24 bullets can be carried (including six loaded into the weapon) A box of rounds can be placed with item_ammo_357.

Before it is picked up, the magnum 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.