Weapon spring: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added Information: Entity not on FGD)
(cleanup)
Line 7: Line 7:
{{Basicdodsweapon}}
{{Basicdodsweapon}}


== Attack modes ==
* +attack will fire the rifle.
* +attack2 will zoom in and enable the scope.


== Other information ==
[[Category:Day of Defeat: Source Weapons]]
 
* The Springfield will re-zoom after each shot is <code>cl_autorezoom</code> is set to 1
* Servers can limit the Springfields  by using this cvar <code>mp_limit_allies_sniper X</code>.  where <code>X</code> is the maximum desired number of sniper players
 
== External links ==
* [[Wikipedia:Springfield 1903 rifle|Allies Springfield Rifle]]
 
[[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.
The Allied Springfield

Template:Dods point

Entity description

The weapon_spring is an M1903 Springfield, an American bolt-action rifle (in this case with a scope), used by the Allied Sniper class.

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.