Weapon k98: Difference between revisions

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{{ent not in fgd}}
{{ent not in fgd}}
[[File:K98.jpg|right|150px|thumb|The Axis K98 rifle]]
[[File:K98.jpg|right|150px|thumb]]
{{dods point|weapon_k98}}
{{dods point|weapon_k98}}


==Entity description==
==Entity description==
The '''weapon_k98''' is a [[Wikipedia:Karabiner 98k|Karabiner 98k]], a German bolt-action rifle carried by the Axis [[DODS/Rifleman class|rifleman class]].
The '''weapon_k98''' is a [[Wikipedia:Karabiner 98k|Karabiner 98k]], a German bolt-action rifle carried by the Axis [[DODS/Rifleman class|rifleman class]].
{{Basicdodsweapon}}
{{Basicdodsweapon}}


== Attack modes ==
[[Category:Day of Defeat: Source Weapons]]
* +attack will fire the Kar 98 Rifle.
* +attack2 will zoom in slightly and enable the Iron Sights.
 
== Other information ==
* Servers can limit the Axis Riflemen by using this cvar <code>mp_limit_axis_riflemen X</code>.  where <code>X</code> is the maximum desired number of riflemen players
 
== External links ==
* [[Wikipedia:K98|Karbiner K98]]
 
[[Category:Weapons]]

Revision as of 00:53, 2 January 2014

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
K98.jpg

Template:Dods point

Entity description

The weapon_k98 is a Karabiner 98k, a German bolt-action rifle carried by the Axis rifleman 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.