Weapon physcannon: Difference between revisions

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m (Shrunk image)
(Inserted some mysterious dedicated console variables.)
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{{entity-kvalue|Global State to Set|Super phys gun is enabled|or start on by setting its ''Set Initial State'' flag.}}
{{entity-kvalue|Global State to Set|Super phys gun is enabled|or start on by setting its ''Set Initial State'' flag.}}
{{entity-kvalue-end}}
{{entity-kvalue-end}}
==Dedicated Console Variables==
* '''g_debug_physcannon'''
: <?> ??? (Default: 0)
* '''phys_swap'''
: <?> Automatically swaps the current weapon for the physcannon and back again. (Default: ?)
* '''physcannon_ball_cone'''
: <?> ??? (Default: 0)
* '''physcannon_chargetime'''
: <?> ??? (Default: 2)
* '''physcannon_cone'''
: <?> ??? (Default: 0)
* '''physcannon_maxforce'''
: <?> ??? (Default: 1500)
* '''physcannon_maxmass'''
: <?> ??? (Default: 250)
* '''physcannon_mega_pullforce'''
: <?> ??? (Default: 8000)
* '''physcannon_mega_tracelength'''
: <?> ??? (Default: 850)
* '''physcannon_minforce'''
: <?> ??? (Default: 700)
* '''physcannon_pullforce'''
: <?> ??? (Default: 4000)
* '''physcannon_tracelength'''
: <?> ??? (Default: 250)





Revision as of 02:31, 1 October 2006

Template:Wrongtitle

Entity Description

The Zero Point Energyfield Manipulator
(Gravity Gun)

A gravity gun, used to manipulate physics objects in the game world. (It was designed for handling hazardous materials, but the people at Elis lab mainly used it for heavy lifting.)

Like all weapon entities, it follows all physics rules as if it were a prop_physics.

In Half-Life 2: Deathmatch, the player spawns with a gravity gun by default.

Tip.pngTip:To upgrade the gravity gun to the blue super gravity gun, you will have to set up an env_global entity to look like this:
Class: env_global
Keyvalues Comments
Initial State On This entity can either be triggered by a TurnOn signal,
Global State to Set Super phys gun is enabled or start on by setting its Set Initial State flag.


Dedicated Console Variables

  • g_debug_physcannon
<?> ??? (Default: 0)
  • phys_swap
<?> Automatically swaps the current weapon for the physcannon and back again. (Default: ?)
  • physcannon_ball_cone
<?> ??? (Default: 0)
  • physcannon_chargetime
<?> ??? (Default: 2)
  • physcannon_cone
<?> ??? (Default: 0)
  • physcannon_maxforce
<?> ??? (Default: 1500)
  • physcannon_maxmass
<?> ??? (Default: 250)
  • physcannon_mega_pullforce
<?> ??? (Default: 8000)
  • physcannon_mega_tracelength
<?> ??? (Default: 850)
  • physcannon_minforce
<?> ??? (Default: 700)
  • physcannon_pullforce
<?> ??? (Default: 4000)
  • physcannon_tracelength
<?> ??? (Default: 250)


Keyvalues

Flags

  • 1 : Start Constrained
Prevents the model from moving. Off by default.

Inputs

  • EnableGrab
Enable the grab functionality. Template:Ep1 add

Outputs

  • Weapon:
OnNPCPickup
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon.
OnPlayerUse
!activator = player
!caller = this entity
Fires when the player +uses this weapon.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks up this weapon.
OnCacheInteraction
Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.
  • OnNPCPickup
Fires when an NPC picks up this weapon.