Weapon physcannon: Difference between revisions

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== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
{{KV Targetname}}
* {{KV Angles}}
{{KV Angles}}
* {{KV NewFade}}
{{KV NewFade}}


== Flags ==
== Flags ==
Line 67: Line 67:


== Inputs ==
== Inputs ==
* {{I Targetname}}
{{I Targetname}}


* '''EnableGrab'''
'''EnableGrab'''
: Enable the grab functionality. {{EP1 add|Obsolete}}
: Enable the grab functionality. {{EP1 add|Obsolete}}


== Outputs ==
== Outputs ==
* {{O Targetname}}
{{O Targetname}}


* {{O Weapon}}
{{O Weapon}}
*'''OnNPCPickup'''
'''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

Template:Hl2 point

Weapon physcannon.png

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.

Tip.pngTip:To supercharge the Gravity Gun, you will have to set up an env_global entity to enable it.

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 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.

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 Source 2006), 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 Half-Life 2: Episode One)
  • 2 : Deny player pickup (reserve for NPC) (in all games since Half-Life 2: Episode One)
  • 4 : Not puntable by Gravity Gun (in all games since Half-Life 2: Episode One)

Inputs

EnableGrab

Enable the grab functionality. Obsolete (in all games since Half-Life 2: Episode One)

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.