Weapon c96: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added Information: Entity not on FGD)
(cleanup)
Line 1: Line 1:
{{ent not in fgd}}
{{ent not in fgd}}
[[File:C96.jpg|right|150px|thumb|The German c96 Automatic Pistol]]
[[File:weapon_c96.PNG|right|400px|thumb]]
{{dods point|weapon_c96}}
{{dods point|weapon_c96}}


==Entity description==
==Entity description==
The '''weapon_c96''' is a [[Wikipedia:Mauser C96|Mauser C96]], a German automatic pistol used by the Axis [[DODS/Rocket class|Rocket class]].
The {{Wiki|Mauser C96}} is a automatic German pistol used by the [[DODS/Rocket class|Axis Rocketeer]].
{{Basicdodsweapon}}
{{Basicdodsweapon}}
== Attack modes ==
* +attack will fire the c96.
* +attack2 does nothing.
== Other information ==
* The c96 cannot be dropped
== External links ==
* [[Wikipedia:Mauser C96|German c96 Automatic Pistol]]
[[Category:Weapons]]

Revision as of 11:34, 3 January 2014

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
Weapon c96.PNG

Template:Dods point

Entity description

The Wikipedia icon Mauser C96 is a automatic German pistol used by the Axis Rocketeer.

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.