Weapon smg1: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Screenshot added, cleanup)
(categorization, formatting)
Line 4: Line 4:


==Entity description==  
==Entity description==  
An automatic machine gun based off the [[Wikipedia:MP7|HK MP7]]. When first picked up, the player is given 90 bullets. Up to 295 bullets can be carried (including 45 loaded into the weapon) A box of bullets can be placed with [[item_ammo_smg1]] or [[item_ammo_smg1_large]].
An automatic machine gun based off the {{Wiki|MP7}}. When first picked up, the player is given 90 bullets. Up to 295 bullets and three alt-fire grenades can be carried (including 45 loaded into the weapon)A box of bullets can be placed with [[item_ammo_smg1]] or [[item_ammo_smg1_large]], while grenades can be placed with [[item_ammo_smg1_grenade]].


Before it is picked up, the crossbow also follows all physics rules as if it were a [[prop_physics]].  
Before it is picked up, the gun also follows all physics rules as if it were a [[prop_physics]].  


{{BasicWeapon}}
{{BasicWeapon}}


[[Category:Half-Life 2 Weapons]]
[[Category:Half-Life 2 Weapons|S]]
[[Category:Half-Life 2 Entities]]
[[Category:Half-Life 2 Entities]]

Revision as of 13:38, 18 January 2014

W smg1.PNG

Template:Hl2 point

Entity description

An automatic machine gun based off the Wikipedia icon MP7. When first picked up, the player is given 90 bullets. Up to 295 bullets and three alt-fire grenades can be carried (including 45 loaded into the weapon). A box of bullets can be placed with item_ammo_smg1 or item_ammo_smg1_large, while grenades can be placed with item_ammo_smg1_grenade.

Before it is picked up, the gun also follows all physics rules as if it were a prop_physics.

Flags

Start Constrained : [1]
Prevents the model from moving.
Deny player pickup (reserve for NPC) : [2]
Not puntable by Gravity Gun : [4]

Inputs

HideWeapon  !FGD
If this weapon is being held, hide the worldmodel and/or viewmodel via EF_NODRAW. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.

Outputs

OnNPCPickup
Fires when an NPC picks up this weapon. (!activator is the NPC.)
OnPlayerUse
Fires when the player +uses this weapon. (!activator is the player.)
OnPlayerPickup
Fires when a player picks up this weapon. (!activator is the player.)
OnCacheInteraction
Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.