Weapon ar2: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
mNo edit summary
Line 12: Line 12:


Start Constrained: Prevents the model from moving. Off by default.
Start Constrained: Prevents the model from moving. Off by default.
----
''See Also''
[[List of entities]]

Revision as of 10:08, 29 June 2005

Hammerar2.jpg

The weapon_ar2 entity can be used to place a Overwatch pulse rifle in a map. This rifle can be picked up and used as a weapon. When picked up, the player is given 60 pulses and the rifle if they do not already possess one. Additional pulses (up to 90 in total) can be picked up, as well as pulse orbs (up to 3). A clip of pulses can be placed in a map with the item_ammo_ar2 or item_ammo_ar2_large entity. Pulse orbs can be placed in a map with the item_ammo_ar2_altfire entity. The rifle also follows all physics rules as if it were a prop_physics. It is relevant in Half-Life 2 single and multi player.

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.


See Also

List of entities