Weapon rpg: Difference between revisions

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{{DISPLAYTITLE:weapon_rpg}}
[[Image:w_rpg.PNG|thumb|right|300px]]
{{hl2 point|weapon_rpg}}
{{hl2 point|weapon_rpg}}
==Entity description==
==Entity description==
[[Image:hammerrpg.jpg|thumb|right|300px|RPG launcher]]
A rocket launcher. When first picked up, the player is given 3 rockets. Up to 4 rockets can be carried (including one loaded into the weapon). Each individual rocket can be placed with [[item_rpg_round]].


Places an RPG ([[Wikipedia:Rocket_propelled_grenade|Rocket-Propelled Grenade]]) launcher in a map, that can be picked up and used as a weapon. When the RPG is picked up, the player is given 3 rockets, and the launcher if not already in the player's inventory. Additional rockets (up to 3 in total) can be picked up.
Before it is picked up, the crossbow also follows all physics rules as if it were a [[prop_physics]].  
 
Individual rockets can be placed in a map with the [[item_rpg_round]] entity or use an [[item_ammo_crate]] with the ''Ammo Type'' set to ''RPG Rounds'' to place an unlimited-supply of rockets each time you open it.


{{continuity tip|The [[prop_vehicle_apc]] also uses guided rockets.}}
{{continuity tip|The [[prop_vehicle_apc]] also uses guided rockets.}}
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{{BasicWeapon}}
{{BasicWeapon}}


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

Revision as of 20:59, 1 January 2014

W rpg.PNG

Template:Hl2 point

Entity description

A rocket launcher. When first picked up, the player is given 3 rockets. Up to 4 rockets can be carried (including one loaded into the weapon). Each individual rocket can be placed with item_rpg_round.

Before it is picked up, the crossbow also follows all physics rules as if it were a prop_physics.

Hl2 icon.png Continuity Tip: The prop_vehicle_apc also uses guided rockets.

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.