Weapon physcannon: Difference between revisions

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{{DISPLAYTITLE:weapon_physcannon}}
{{hl2 point|weapon_physcannon}}
{{hl2 point|weapon_physcannon}}
[[Image:weapon_physcannon.png|thumb|right|250px|The gravity gun (top) and its super equivalent]]
[[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]].  


The [[wiki:Zero-Point_Energy_Field_Manipulator|Zero-Point Energy Field Manipulator]] was designed for handling hazardous materials, but the people at Eli's lab mainly used it for heavy lifting and playing "catch".
In [[Half-Life 2: Deathmatch]], the player spawns with a gravity gun by default.


* The [[weapon_physcannon]] does not require any ammunition or recharging. Special interactions between a physics prop and the gravity gun are defined by the [[physgun_interactions]] in the model's QC file.
{{tip|To upgrade the gravity gun to the super gravity gun, you will have to set up an [[env_global]] entity to enable it.}}
 
* The [[weapon_physcannon]] has two ''attacks'' : '''punt''' and '''grab'''. The effective range of each attack depends largely on the mass of the prop or item model. Some NPCs (antlions and headcrabs) are pushed back by the impact of a ''punt'' at close range.
 
* When placed as an entity the [[weapon_physcannon]]'s world model (<code>weapons/w_physics.mdl</code>) behaves like a [[prop_physics]] until 'picked-up' by a player. (In [[Half-Life 2: Deathmatch]], the player spawns with a gravity gun by default. See also [[game_player_equip]].)
 
{{tip|To upgrade the gravity gun to the blue ''super'' gravity gun, you will have to set up an [[env_global]] entity to look like this:}}
:{| class=standard-table
! [[env_global]]
|-
| '''Initial State''': ''On'' - This entity can either be triggered by a ''TurnOn'' signal,
|-
| '''Global State to Set''': ''Super phys gun is enabled'', or start on by setting its ''Set Initial State'' flag.
|}


{{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

Template:Hl2 point

Weapon physcannon.png

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.

Tip.pngTip:To upgrade the gravity gun to the super gravity gun, you will have to set up an env_global entity to enable it.
Tip.pngTip: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.

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 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.
  • 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 Source 2006), 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 Half-Life 2: Episode One)
  • 2 : Deny player pickup (reserve for NPC) (in all games since Half-Life 2: Episode One)
  • 4 : Not puntable by Gravity Gun (in all games since Half-Life 2: Episode One)

Inputs

  • EnableGrab
Enable the grab functionality. Obsolete (in all games since Half-Life 2: Episode One)

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.