Weapon rpg: Difference between revisions
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Tip:The prop_vehicle_apc also uses guided rockets, a specialized class CAPCMissile also defined in
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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 02:12, 8 July 2024


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CWeaponRPG |
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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.

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