This article relates to the game "Half-Life: Blue Shift". Click here for more information.
This article relates to the game "Half-Life: Opposing Force". Click here for more information.
This article relates to the game "Half-Life". Click here for more information.

Weapon hornetgun (GoldSrc): Difference between revisions

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(CD)
 
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{{hl topicon}}{{hlop4 topicon}}{{hlbs topicon}}
{{hl topicon}}{{hlop4 topicon}}{{hlbs topicon}}
[[File:V_hgun_goldsrc.png|thumb|right|Viewmodel.]]
[[File:V_hgun_goldsrc.png|thumb|right|Viewmodel.]]
{{CD|CHgun|goldsrc=1}}
{{this is a|point entity|name=weapon_hornetgun|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}  
{{this is a|point entity|name=weapon_hornetgun|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}  
The Hivehand's primary fire launches homing hornets which chases targets in their general direction at a moderate rate. Secondary fire can unload the entire weapon at once but the hornets will not chase their targets and can damage breakable objects. The maximum ammunition is infinite.
The Hivehand's primary fire launches homing hornets which chases targets in their general direction at a moderate rate. Secondary fire can unload the entire weapon at once but the hornets will not chase their targets and can damage breakable objects. The maximum ammunition is infinite.

Latest revision as of 23:47, 25 July 2024

Viewmodel.
C++ Class hierarchy
CHgun
CBasePlayerWeapon
CBasePlayerItem
CBaseAnimating
CBaseDelay
CBaseEntity
C++ hornetgun.cpp

weapon_hornetgun is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift. The Hivehand's primary fire launches homing hornets which chases targets in their general direction at a moderate rate. Secondary fire can unload the entire weapon at once but the hornets will not chase their targets and can damage breakable objects. The maximum ammunition is infinite.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.
Delay before trigger (delay) <integer>
Delay in seconds before firing the targeted entity.
Killtarget (killtarget) <targetname>
Entity to remove when activated.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

Not In Deathmatch : [2048]
Prevent this entity from attempting to spawn when deathmatch (multiplayer) is enabled.
Tip.pngTip:This is intercepted before the entity spawns (hardcoded in the engine), and as such prevents it from ever contributing to the edict limit. As such, it may be desirable to set this on entities that delete themselves in multiplayer anyway, such as monsters and info_null, to prevent them from contributing towards map spawn edict limit crashes on maps with lots of entities.

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