Weapon mp40: Difference between revisions

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(Added Information: Entity not on FGD)
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{{ent not in fgd}}
{{ent not in fgd}}
[[File:MP40.jpg|right|150px|thumb|The German mp40 SMG]]
[[File:MP40.jpg|right|150px|thumb]]
{{dods point|weapon_mp40}}
{{dods point|weapon_mp40}}


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{{Basicdodsweapon}}
{{Basicdodsweapon}}


== Attack modes ==
[[Category:Day of Defeat: Source Weapons]]
* +attack will fire the rifle.
* +attack2 will use the melee punching.
 
== Other information ==
* The melee punching has the same stats as the german spade, but is faster.  Due to some hitbox issues it can be difficult to hit prone players, although the June 28th update has mostly fixed this issue.
* Servers can limit the mp40 by using this cvar <code>mp_limit_axis_assault X</code>.  where <code>X</code> is the maximum desired number of assault players
 
== External links ==
* [[Wikipedia:MP40|German MP40]]
 
[[Category:Weapons]]

Revision as of 12:19, 2 January 2014

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
MP40.jpg

Template:Dods point

Entity description

The weapon_mp40 is an MP 40, a German submachinegun used by the Axis Assault 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.