Weapon ar2: Difference between revisions
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==Entity description== | ==Entity description== | ||
An [[npc_combine_s|Overwatch]] pulse rifle. When picked up, the player is given 30 pulses. Up to 90 pulses and three alt-fire orbs can be carried (including 30 loaded into the weapon). A clip of pulses can be placed in a map with the {{ent|item_ammo_ar2}} or the {{ent|item_ammo_ar2_large}} entity, while orbs can be placed with {{ent|item_ammo_ar2_altfire}}. | An [[npc_combine_s|Overwatch]] pulse rifle. When picked up, the player is given 30 pulses. Up to 90 pulses and three alt-fire orbs can be carried (including 30 loaded into the weapon). A clip of pulses can be placed in a map with the {{ent|mode=link|item_ammo_ar2}} or the {{ent|mode=link|item_ammo_ar2_large}} entity, while orbs can be placed with {{ent|mode=link|item_ammo_ar2_altfire}}. | ||
Before being picked up, the rifle also follows all physics rules as if it were a {{ent|prop_physics}}. | Before being picked up, the rifle also follows all physics rules as if it were a {{ent|mode=link|prop_physics}}. | ||
{{BasicWeapon}} | {{BasicWeapon}} |
Revision as of 05:56, 30 December 2022


Entity description
An Overwatch pulse rifle. When picked up, the player is given 30 pulses. Up to 90 pulses and three alt-fire orbs can be carried (including 30 loaded into the weapon). A clip of pulses can be placed in a map with the item_ammo_ar2 or the item_ammo_ar2_large entity, while orbs can be placed with item_ammo_ar2_altfire.
Before being picked up, the rifle also follows all physics rules as if it were a prop_physics.
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.