Weapon rpg: Difference between revisions
		
		
		
		
		
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Tip:The prop_vehicle_apc also uses guided rockets, a specialized class 
		
	
Thunder4ik (talk | contribs) m (→top: Unicodifying, replaced: [[Image: → [[File:)  | 
				m (Moved this-is-a and pic to /en for future move, CD, Lost Coast)  | 
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{{langsp}}  | {{langsp}}  | ||
[[File:w_rpg.PNG|thumb|right|300px]]  | [[File:w_rpg.PNG|thumb|right|300px]]  | ||
{{CD|CWeaponRPG|base=CBaseHLCombatWeapon|file1=weapon_rpg.cpp}}  | |||
{{this is a|point entity|name=weapon_rpg|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|game4=Half-Life 2: Lost Coast}}  | |||
==Entity Description==  | ==Entity Description==  | ||
A rocket launcher. When first picked up, the player is given 3 rockets. Up to 3 rockets can be carried at once. A rocket can be placed with {{ent|item_rpg_round}}. The rocket entities are named {{ent|rpg_missile}}.  | A rocket launcher. When first picked up, the player is given 3 rockets. Up to 3 rockets can be carried at once. A rocket can be placed with {{ent|item_rpg_round}}. The rocket entities are named {{ent|rpg_missile}}.  | ||
Before it is picked up, the rocket launcher also follows all physics rules as if it were a {{ent|prop_physics}}.  | Before it is picked up, the rocket launcher also follows all physics rules as if it were a {{ent|prop_physics}}.  | ||
{{  | {{tip|The {{ent|prop_vehicle_apc}} also uses guided rockets, a specialized class {{code|CAPCMissile}} also defined in <code>weapon_rpg.cpp</code>.}}  | ||
{{BasicWeapon}}  | {{BasicWeapon}}  | ||
Revision as of 01:12, 8 July 2024
| CWeaponRPG | 
weapon_rpg  is a   point entity  available in 
 Half-Life 2, 
 Half-Life 2: Episode One, 
 Half-Life 2: Episode Two, 
 Half-Life 2: Deathmatch, and 
 Half-Life 2: Lost Coast.
Entity Description
A rocket launcher. When first picked up, the player is given 3 rockets. Up to 3 rockets can be carried at once. A rocket can be placed with item_rpg_round. The rocket entities are named rpg_missile.
Before it is picked up, the rocket launcher also follows all physics rules as if it were a prop_physics.
CAPCMissile also defined in weapon_rpg.cpp.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.
 
Categories: 
- TODO rewrite langsp to LanguageBar
 - CBaseAnimating
 - Point entities
 - Non-internal Half-Life 2 entities
 - Half-Life 2 entities
 - Half-Life 2 point entities
 - Non-internal Half-Life 2: Episode One entities
 - Half-Life 2: Episode One entities
 - Half-Life 2: Episode One point entities
 - Non-internal Half-Life 2: Episode Two entities
 - Half-Life 2: Episode Two entities
 - Half-Life 2: Episode Two point entities
 - Non-internal Half-Life 2: Deathmatch entities
 - Half-Life 2: Deathmatch entities
 - Half-Life 2: Deathmatch point entities
 - Non-internal Half-Life 2: Lost Coast entities
 - Half-Life 2: Lost Coast entities
 - Half-Life 2: Lost Coast point entities