This article relates to the game "Half-Life 2". Click here for more information.

Crossbow bolt: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
mNo edit summary
Line 1: Line 1:
{{HL2 topicon}}
{{Lang}}
{{Ent not in fgd|nolink=1}}
{{Ent not in fgd|nolink=1}}
{{hl2 point|crossbow_bolt}} This is the projectile fired by [[weapon_crossbow]].
{{hl2 entity|crossbow_bolt}} This is the projectile fired by [[weapon_crossbow]].


The code for this entity is found in ''weapon_crossbow.cpp''.
The code for this entity is found in ''weapon_crossbow.cpp''.
Line 8: Line 10:
In touch() logic for bolt behavior.  
In touch() logic for bolt behavior.  
   
   
*Bolt Reflection
* Bolt Reflection
if the angle is right, bolts hit a solid surface and ricochet/reflect at an angle. Each bounce increases the 'gravity' of the projectile, in effect slowing its rate.
: if the angle is right, bolts hit a solid surface and ricochet/reflect at an angle. Each bounce increases the 'gravity' of the projectile, in effect slowing its rate.
* behavior for impact against NPCs
* behavior for impact against NPCs
* skin change
* skin change
* breaking glass
* breaking glass
* damage to triggers/breakable/props
* damage to triggers/breakable/props

Revision as of 23:29, 16 March 2023

English (en)Translate (Translate)
Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.

Template:Hl2 entity This is the projectile fired by weapon_crossbow.

The code for this entity is found in weapon_crossbow.cpp.

The bolts think() and touch(). It is

In touch() logic for bolt behavior.

  • Bolt Reflection
if the angle is right, bolts hit a solid surface and ricochet/reflect at an angle. Each bounce increases the 'gravity' of the projectile, in effect slowing its rate.
  • behavior for impact against NPCs
  • skin change
  • breaking glass
  • damage to triggers/breakable/props