Weapon smg1: Difference between revisions

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[[Image:smg.jpg|frame|right|SMG (Submachine Gun)]]
[[Image:w_smg1.PNG|thumb|right|165px]]


{{hl2 point|weapon_smg1}}
{{hl2 point|weapon_smg1}}


==Entity description==  
==Entity description==  
The SMG is a submachine gun very similar to a [[Wikipedia:Heckler & Koch MP7|H&K MP7]], but with a built in grenade launcher. When the SMG is picked up, the player is given 90 rounds (2 clips) and the gun if not already in the player's inventory.
An automatic machine gun based off the [[Wikipedia:MP7|HK MP7]]. When first picked up, the player is given 90 bullets. Up to 295 bullets can be carried (including 45 loaded into the weapon) A box of bullets can be placed with [[item_ammo_smg1]] or [[item_ammo_smg1_large]].


Additional rounds (up to 270 in total) can be picked up, as well as grenades (up to 3). A box of ammunition can be placed in a map with the [[item_ammo_smg1]] or [[item_ammo_smg1_large]] entity. Grenades can be placed with the [[item_ammo_smg1_grenade]] entity.
Before it is picked up, the crossbow also follows all physics rules as if it were a [[prop_physics]].  


In Half-Life 2 Deathmatch, players spawn with this weapon and ammunition, but not grenades.
{{BasicWeapon}}


{{BasicWeapon}}
[[Category:Half-Life 2 Weapons]]
[[Category:Half-Life 2 Entities]]

Revision as of 21:06, 1 January 2014

W smg1.PNG

Template:Hl2 point

Entity description

An automatic machine gun based off the HK MP7. When first picked up, the player is given 90 bullets. Up to 295 bullets can be carried (including 45 loaded into the weapon) A box of bullets can be placed with item_ammo_smg1 or item_ammo_smg1_large.

Before it is picked up, the crossbow 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.