Weapon spade: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added Information: Entity not on FGD)
m (cleanup)
Line 1: Line 1:
{{ent not in fgd}}
{{ent not in fgd}}
[[File:Spade.jpg|right|150px|thumb|The German Entrenchment Spade]]
[[File:Spade.jpg|right|150px|thumb]]
{{dods point|weapon_spade}}
{{dods point|weapon_spade}}


Line 7: Line 7:
{{Basicdodsweapon}}
{{Basicdodsweapon}}


== Attack modes ==
[[Category:Day of Defeat: Source Weapons]]
* '''+attack''' swings the spade regularly unless your behind a player. This generally takes 2 swings to kill the target.  From behind, +attack will wind up and kill the target player in one hit.
* '''+attack2''' does nothing. This weapon has no alternative attack mode.
 
== Other information ==
* The entrenchment spade is given to Axis Riflemen, Support Infantry, MGs, Snipers and RPG class.
* Due to some hitbox issues, the spade is hard to kill prone players with.  The June 28th update fixed this for the most part, but it is still a little tough.
 
[[Category:Weapons]]

Revision as of 00:44, 2 January 2014

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
Spade.jpg

Template:Dods point

Entity description

Creates the Axis Spade.

Icon-Important.pngImportant:If placed directly in the map, the weapon will respawn after a few seconds. See DODS/Creating Weapon Spawns for workarounds.

Key Values

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

Start Constrained : [1]
Prevents the model from moving.

Outputs

Weapon:

OnNPCPickup
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon.
OnPlayerUse
!activator = player
!caller = this entity
Fires when the player +uses this weapon.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks up this weapon.
OnCacheInteraction
Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.