Hegrenade projectile: Difference between revisions

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{{Ent not in fgd}}
{{stub}}
{{stub}}
{{this is a|point entity|game1=Counter-Strike: Global Offensive|name=hegrenade_projectile|game=Counter-Strike: Source}}
{{this is a|point entity|game1=Counter-Strike: Global Offensive|name=hegrenade_projectile|game=Counter-Strike: Source}}


== Entity Description ==
A thrown [[weapon_hegrenade|frag grenade]] in the {{Counter-Strike series|4}}. When spawned is already active.
A thrown [[weapon_hegrenade|frag grenade]] in the {{Counter-Strike series|4}}. When spawned is already active.
{{note|In {{csgo}}, this entity can not be picked up or used by a player. It will not explode until it receives the InitializeSpawnFromWorld input.}}
{{note|In {{csgo}}, this entity can not be picked up or used by a player. It will not explode until it receives the InitializeSpawnFromWorld input.}}


== Keyvalues ==
== Keyvalues ==
 
{{KV Targetname}}
''Targetname:''
----
'''Name''' <[[String]]>
:The [[targetname]] that other entities refer to this entity by.
 
'''Entity Scripts''' <[[VScript|scriptlist]]> (New with Left 4 Dead 2)
:Space delimited list of [[VScript]] files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
 
'''Script think function''' <[[string]]> (New with Left 4 Dead 2)
:Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior.
::{{note| Try to avoid expensive operations in this function, as it may cause performance problems.}}
 
''Angles:''
----
'''Pitch Yaw Roll''' (Y Z X) <[[angle]]>
: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 ==
== Flags ==
*1 : Start Constrained
{{fl|1|Start Constrained|Prevents the model from moving.}}
:Prevents the model from moving.


== Inputs ==
== Inputs ==
'''AddOutput'''  <[[string]]>
{{I|InitializeSpawnFromWorld|Activates the grenade, causing it to explode after a few seconds as if it was thrown by a player.}}
:Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
:Format: <key> <value>
:Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
 
'''FireUser1 to FireUser4'''
:Fire the OnUser outputs; see [[User Inputs and Outputs]].
 
'''InitializeSpawnFromWorld'''
:Activates the grenade, causing it to explode after a few seconds as if it was thrown by a player.
 
'''Kill'''
:Removes this entity from the world.
 
'''KillHierachy'''
:Removes this entity and all its children from the world.
 
'''RunScriptCode''' <[[string]]> (New with Left 4 Dead 2)
:Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
::{{bug|In {{l4d2}}, the code is executed in the script scope of the entity that fires the output, ''not'' the one receiving the input.}}
::{{warning|Never try to pass string parameters to a script function with this input. It will corrupt the [[VMF]] structure because of the nested quotation marks, which then must be removed manually with a text editor.}}
 
'''RunScriptFile''' <[[VScript|script]]> (New with Left 4 Dead 2)
:Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.


== Outputs ==
== Outputs ==
'''OnPlayerPickup'''
{{O|OnPlayerPickup|Fires when a player picks up this weapon. ([[activator]] is the player)}}
:Fires when a player picks up this weapon. ([[activator]] is the player)
{{O|OnPlayerUse|Fires when a player [[use|+uses]] this weapon. ([[activator]] is the player)}}
 
'''OnPlayerUse'''
:Fires when a player [[use|+uses]] this weapon. ([[activator]] is the player)
 
'''OnUser1 to OnUser4'''
:These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see [[User Inputs and Outputs]].

Revision as of 14:12, 5 November 2024

Icon-NotInFGD.png
This entity is not in the Counter-Strike: Source FGD by default.
See below for instructions on making it available.

Stub

This article or section is a stub. You can help by expanding it.

hegrenade_projectile is a point entity available in Counter-Strike: Source Counter-Strike: Source and Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

A thrown frag grenade in the Counter-Strike seriesCounter-Strike series Counter-Strike series. When spawned is already active.

Note.pngNote:In Counter-Strike: Global Offensive, this entity can not be picked up or used by a player. It will not explode until it receives the InitializeSpawnFromWorld input.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Start Constrained : [1]
Prevents the model from moving.

Inputs

InitializeSpawnFromWorld
Activates the grenade, causing it to explode after a few seconds as if it was thrown by a player.

Outputs

OnPlayerPickup
Fires when a player picks up this weapon. (activator is the player)
OnPlayerUse
Fires when a player +uses this weapon. (activator is the player)