Weapon stunstick: Difference between revisions
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Note:The amount of suit power granted in HL2 is equal to
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<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}[[File:w_stunbaton.PNG|thumb|65px|right]] | <!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}[[File:w_stunbaton.PNG|thumb|65px|right]] | ||
{{this is a|point entity|name=weapon_stunstick|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} | {{this is a|point entity|name=weapon_stunstick|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch}} | ||
== Entity description == | ==Entity description== | ||
A [[Combine]] | A [[Combine]] beating stick with a zappy end. When picked up in singleplayer, it supplies power to the [[item_suit|HEV suit]] (much like a [[item_battery|battery]]). Combine players spawn with a stunstick in [[Half-Life 2 Deathmatch]] whereas Resistance players spawn with a [[weapon_crowbar|crowbar]], but both teams can use the other weapon if picked up. It can be used in the ''[[Entropy : Zero]]'' series as a melee weapon, and has a right-click charge attack. | ||
Before it is picked up, the stunstick also follows all physics rules as if it were a [[prop_physics]]. | Before it is picked up, the stunstick also follows all physics rules as if it were a [[prop_physics]]. |
Revision as of 01:33, 12 September 2024


weapon_stunstick
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch.
Entity description
A Combine beating stick with a zappy end. When picked up in singleplayer, it supplies power to the HEV suit (much like a battery). Combine players spawn with a stunstick in Half-Life 2 Deathmatch whereas Resistance players spawn with a crowbar, but both teams can use the other weapon if picked up. It can be used in the Entropy : Zero series as a melee weapon, and has a right-click charge attack.
Before it is picked up, the stunstick also follows all physics rules as if it were a prop_physics.

sk_battery <int> / 2
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 lang to LanguageBar
- 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
- Half-Life 2 Entities
- Half-Life 2 Weapons