Weapon bugbait: Difference between revisions
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(→Entity description: removed the thing about enabling them. I've used it perfectly fine without either of those entities.) |
(Added link to point_bugbait) |
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Used to command [[npc_antlion|antlions]]. The player gets an infinite amount of them. | Used to command [[npc_antlion|antlions]]. The player gets an infinite amount of them. | ||
Before it is picked up, the pheropod also follows all physics rules as if it were a [[prop_physics]]. {{clr}} | Before it is picked up, the pheropod also follows all physics rules as if it were a [[prop_physics]]. | ||
To detect when the player uses this entity, see [[Point_bugbait|point_bugbait]]. {{clr}} | |||
{{BasicWeapon}} | {{BasicWeapon}} |
Revision as of 10:36, 2 September 2018
Entity description
Used to command antlions. The player gets an infinite amount of them.
Before it is picked up, the pheropod also follows all physics rules as if it were a prop_physics.
To detect when the player uses this entity, see point_bugbait.
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.