Weapon physcannon: Difference between revisions
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Tip: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:
m (→Dedicated Console Variables: sorted and removed those that don't apply and added datatypes) |
m (→Dedicated Console Variables: new format) |
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Line 21: | Line 21: | ||
* '''g_debug_physcannon''' | * '''g_debug_physcannon''' | ||
: {{ | : {{boolean1|0}} | ||
* '''physcannon_cone''' | * '''physcannon_cone''' | ||
: <float | : <float:0.97> | ||
* '''physcannon_ball_cone''' | * '''physcannon_ball_cone''' | ||
: <float | : <float:0.997> | ||
* '''physcannon_punt_cone''' | * '''physcannon_punt_cone''' | ||
: <float | : <float:0.997> | ||
* '''physcannon_minforce''' | * '''physcannon_minforce''' | ||
: <float | : <float:700.0> | ||
* '''physcannon_maxforce''' | * '''physcannon_maxforce''' | ||
: <float | : <float:1500.0> | ||
* '''physcannon_maxmass''' | * '''physcannon_maxmass''' | ||
: <float | : <float:250.0> | ||
* '''physcannon_pullforce''' | * '''physcannon_pullforce''' | ||
: <float | : <float:4000.0> | ||
* '''physcannon_tracelength''' | * '''physcannon_tracelength''' | ||
: <float | : <float:250.0> | ||
* '''physcannon_mega_pullforce''' | * '''physcannon_mega_pullforce''' | ||
: <float | : <float:8000.0> | ||
* '''physcannon_mega_tracelength''' | * '''physcannon_mega_tracelength''' | ||
: <float | : <float:850.0> | ||
* '''player_throwforce''' | * '''player_throwforce''' | ||
: <float | : <float:1000.0> | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 09:37, 1 October 2006
Entity Description
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.

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
- physcannon_cone
- <float:0.97>
- physcannon_ball_cone
- <float:0.997>
- physcannon_punt_cone
- <float:0.997>
- physcannon_minforce
- <float:700.0>
- physcannon_maxforce
- <float:1500.0>
- physcannon_maxmass
- <float:250.0>
- physcannon_pullforce
- <float:4000.0>
- physcannon_tracelength
- <float:250.0>
- physcannon_mega_pullforce
- <float:8000.0>
- physcannon_mega_tracelength
- <float:850.0>
- player_throwforce
- <float:1000.0>
Keyvalues
Flags
- 1 : Start Constrained
- Prevents the model from moving. Off by default.
- 2 : Start without grab functionality. Template:Ep1 add
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.