Weapon physcannon: Difference between revisions
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Tip:To upgrade the gravity gun to the super gravity gun, you will have to set up an env_global entity to enable it.
Tip:If you would prefer a subtle gravity gun to a super gravity gun, see Adnan's Rotational Grav Gun - a 4MB single-player demo mod that simply allows the player to rotate objects held by the Gravgun.
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{{hl2 point|weapon_physcannon}} | {{hl2 point|weapon_physcannon}} | ||
[[Image:weapon_physcannon.png|thumb|right|250px | [[Image:weapon_physcannon.png|thumb|right|250px]] | ||
== Entity description == | == Entity description == | ||
A gravity gun, used to manipulate physics objects in the game world. | A gravity gun, used to manipulate physics objects in the game world. Before it is picked up, the gravity gun also follows all physics rules as if it were a [[prop_physics]]. | ||
In [[Half-Life 2: Deathmatch]], the player spawns with a gravity gun by default. | |||
{{tip|To upgrade the gravity gun to the super gravity gun, you will have to set up an [[env_global]] entity to enable it.}} | |||
{{tip|To upgrade the gravity gun to the | |||
{{tip|If you would prefer a ''subtle'' gravity gun to a ''super'' gravity gun, see [http://skew.telefragged.com/mods/hl2/ARGG/ Adnan's Rotational Grav Gun] - a 4MB single-player demo mod that simply allows the player to ''rotate'' objects held by the Gravgun.}} | {{tip|If you would prefer a ''subtle'' gravity gun to a ''super'' gravity gun, see [http://skew.telefragged.com/mods/hl2/ARGG/ Adnan's Rotational Grav Gun] - a 4MB single-player demo mod that simply allows the player to ''rotate'' objects held by the Gravgun.}} | ||
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: Fires when an NPC picks up this weapon. | : Fires when an NPC picks up this weapon. | ||
[[Category:Entities]] | [[Category:Half-Life 2 Entities]] | ||
[[Category:Weapons]] | [[Category:Half-Life 2 Weapons]] |
Revision as of 00:48, 2 January 2014
Entity description
A gravity gun, used to manipulate physics objects in the game world. Before it is picked up, the gravity gun also follows all physics rules as if it were a prop_physics.
In Half-Life 2: Deathmatch, the player spawns with a gravity gun by default.


Dedicated Console Variables
Dedicated Console Variables:
- g_debug_physcannon <bool>
- Todo: Add a description for this variable.(Default: 0)
- physcannon_cone <float>
- Todo: Add a description for this variable.(Default: 0.97)
- physcannon_ball_cone <float>
- Todo: Add a description for this variable.(Default: 0.997)
- physcannon_punt_cone <float>
- Todo: Add a description for this variable.(Default: 0.997)
- physcannon_minforce <float>
- Todo: Add a description for this variable.(Default: 700.0)
- physcannon_maxforce <float>
- Todo: Add a description for this variable.(Default: 1500.0)
- physcannon_maxmass <float>
- Todo: Add a description for this variable.(Default: 250.0)
- physcannon_pullforce <float>
- Todo: Add a description for this variable.(Default: 4000.0)
- physcannon_tracelength <float>
- Todo: Add a description for this variable.(Default: 250.0)
- physcannon_mega_enabled <bool>
- Todo: Add a description for this variable.(Default: 0)
- physcannon_mega_pullforce <float>
- Todo: Add a description for this variable.(Default: 8000.0)
- physcannon_mega_tracelength <float>
- Todo: Add a description for this variable.(Default: 850.0)
- player_throwforce <float>
- Todo: Add a description for this variable.(Default: 1000.0)
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
- BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Flags
- 1 : Start Constrained
- Prevents the model from moving. Off by default.
- 2 : Start without grab functionality. Obsolete (in all games since
)
- 2 : Deny player pickup (reserve for NPC) (in all games since
)
- 4 : Not puntable by Gravity Gun (in all games since
)
Inputs
- EnableGrab
- Enable the grab functionality. Obsolete (in all games since
)
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.
- OnNPCPickup
- Fires when an NPC picks up this weapon.