Weapon flashbang: Difference between revisions
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{{css point|weapon_flashbang}} | {{css point|weapon_flashbang}} | ||
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== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV Angles}} | |||
== Flags == | == Flags == | ||
1 : Start Constrained | |||
: Prevents the model from moving. | : Prevents the model from moving. | ||
== Inputs == | == Inputs == | ||
{{I Targetname}} | |||
== Outputs == | == Outputs == | ||
{{O Targetname}} | |||
{{O Weapon}} | |||
[[Category:Counter-Strike: Source Entities]] | [[Category:Counter-Strike: Source Entities]] | ||
[[Category:Weapons]] | [[Category:Counter-Strike: Source Weapons]] |
Revision as of 00:50, 2 January 2014
Entity description
Place a Flash Grenade in the map.
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.
Flags
1 : Start Constrained
- Prevents the model from moving.
Inputs
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.