Weapon pistol: Difference between revisions
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[[Image:hammerpistol.jpg]] | [[Image:hammerpistol.jpg]] | ||
The weapon_pistol entity can be used to place a pistol in a map. This pistol can be picked up and used as a weapon. When picked up, the player is given 18 bullets and the pistol if they do not already possess one. Additional bullets (up to 168 in total) can be picked up. A box of bullets can be placed in a map with the [[item_ammo_pistol]] or [[item_ammo_pistol_large]] entity. The pistol also follows all physics rules as if it were a [[prop_physics]]. It is relevant in Half-Life 2 single and multi player; however, the player starts with | The weapon_pistol entity can be used to place a pistol in a map. This pistol can be picked up and used as a weapon. When picked up, the player is given 18 bullets and the pistol if they do not already possess one. Additional bullets (up to 168 in total) can be picked up. A box of bullets can be placed in a map with the [[item_ammo_pistol]] or [[item_ammo_pistol_large]] entity. The pistol also follows all physics rules as if it were a [[prop_physics]]. It is relevant in Half-Life 2 single and multi player; however, the player starts with 108 bullets and the gun itself in standard multiplayer. | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 07:06, 29 June 2005
The weapon_pistol entity can be used to place a pistol in a map. This pistol can be picked up and used as a weapon. When picked up, the player is given 18 bullets and the pistol if they do not already possess one. Additional bullets (up to 168 in total) can be picked up. A box of bullets can be placed in a map with the item_ammo_pistol or item_ammo_pistol_large entity. The pistol also follows all physics rules as if it were a prop_physics. It is relevant in Half-Life 2 single and multi player; however, the player starts with 108 bullets and the gun itself in standard multiplayer.
Keyvalues
Name: allows you to name the entity. Useful if it is parented to something else or needs to be uniquely identified. Otherwise, leave this blank.
Pitch Yaw Roll (Y Z X): The orientation of the model. These can be manipulated manually by placing a number from 0 to 360 for each value or by rotating the model in the 2D views. All values are in degrees.
Flags
Start Constrained: Prevents the model from moving. Off by default.