Weapon hopwire: Difference between revisions
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Warning:Crashes has been reported after enabling this weapon. Use with caution.
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{{ | {{hl2}} '''weapon_hopwire''' is a cut [[point entity]] from the [[Half-Life 2]] series. | ||
==Entity description== | ==Entity description== | ||
A highly unstable hopwire grenade. To use it in Ep1 and Orange Box games, use <code>vortex_hopwire 1</code>. It no longer appears to be functional, however. | |||
A | |||
<code> | |||
{{warning|Crashes has been reported after enabling this weapon. Use with caution.}} | {{warning|Crashes has been reported after enabling this weapon. Use with caution.}} | ||
{{BasicWeapon}} | |||
{{ | |||
[[Category:Entities]] | [[Category:Half-Life 2 Entities]] | ||
[[Category:Weapons]] | [[Category:Cut Weapons]] |
Revision as of 00:43, 2 January 2014
weapon_hopwire is a cut point entity from the Half-Life 2 series.
Entity description
A highly unstable hopwire grenade. To use it in Ep1 and Orange Box games, use vortex_hopwire 1
. It no longer appears to be functional, however.

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.