Weapon physcannon: Difference between revisions
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Tip:To supercharge the Gravity Gun, you will have to set up an env_global entity to enable it.
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== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV Angles}} | |||
{{KV NewFade}} | |||
== Flags == | == Flags == | ||
Line 67: | Line 67: | ||
== Inputs == | == Inputs == | ||
{{I Targetname}} | |||
'''EnableGrab''' | |||
: Enable the grab functionality. {{EP1 add|Obsolete}} | : Enable the grab functionality. {{EP1 add|Obsolete}} | ||
== Outputs == | == Outputs == | ||
{{O Targetname}} | |||
{{O Weapon}} | |||
'''OnNPCPickup''' | |||
: Fires when an NPC picks up this weapon. | : Fires when an NPC picks up this weapon. | ||
[[Category:Half-Life 2 Entities]] | [[Category:Half-Life 2 Entities]] | ||
[[Category:Half-Life 2 Weapons|P]] | [[Category:Half-Life 2 Weapons|P]] |
Revision as of 14:50, 2 June 2016
Entity description
The Zero-Point Energy Field Manipulator (AKA Gravity Gun), used to manipulate physics objects in the game world. In Half-Life 2: Deathmatch, players spawn with a gravity gun by default.
Before it is picked up, the gravity gun also follows all physics rules as if it were a prop_physics.

Dedicated Console Variables
Dedicated Console Variables:
- g_debug_physcannon <bool>
- Todo: Add a description for this variable.(Default: 0)
- physcannon_cone <float>
- Todo: Add a description for this variable.(Default: 0.97)
- physcannon_ball_cone <float>
- Todo: Add a description for this variable.(Default: 0.997)
- physcannon_punt_cone <float>
- Todo: Add a description for this variable.(Default: 0.997)
- physcannon_minforce <float>
- Todo: Add a description for this variable.(Default: 700.0)
- physcannon_maxforce <float>
- Todo: Add a description for this variable.(Default: 1500.0)
- physcannon_maxmass <float>
- Todo: Add a description for this variable.(Default: 250.0)
- physcannon_pullforce <float>
- Todo: Add a description for this variable.(Default: 4000.0)
- physcannon_tracelength <float>
- Todo: Add a description for this variable.(Default: 250.0)
- physcannon_mega_enabled <bool>
- Enables Dark Energy Field Manipulator(Default: 0)
- physcannon_mega_pullforce <float>
- Todo: Add a description for this variable.(Default: 8000.0)
- physcannon_mega_tracelength <float>
- Todo: Add a description for this variable.(Default: 850.0)
- player_throwforce <float>
- Todo: Add a description for this variable.(Default: 1000.0)
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Flags
- 1 : Start Constrained
- Prevents the model from moving. Off by default.
- 2 : Start without grab functionality. Obsolete (in all games since
)
- 2 : Deny player pickup (reserve for NPC) (in all games since
)
- 4 : Not puntable by Gravity Gun (in all games since
)
Inputs
EnableGrab
- Enable the grab functionality. Obsolete (in all games since
)
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.
OnNPCPickup
- Fires when an NPC picks up this weapon.