Weapon crowbar: Difference between revisions
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The weapon_crowbar entity can be used to place a crowbar in a map. The crowbar also follows all physics rules as if it were a [[prop_physics]]. In [[Half-Life 2 Deathmatch]], players with a rebel player model will spawn with a crowbar, but not a [[weapon_stunstick|stunstick]]. | The weapon_crowbar entity can be used to place a crowbar in a map. The crowbar also follows all physics rules as if it were a [[prop_physics]]. In [[Half-Life 2 Deathmatch]], players with a rebel player model will spawn with a crowbar, but not a [[weapon_stunstick|stunstick]]. | ||
== | ==Keyvalues== | ||
*{{kv targetname}} | *{{kv targetname}} | ||
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*{{kv_angles}} | *{{kv_angles}} | ||
==Flags== | |||
*'''Start Constrained''' | *'''Start Constrained''' | ||
:Prevents the model from moving. Off by default. | :Prevents the model from moving. Off by default. | ||
==Inputs== | |||
* {{i targetname}} | * {{i targetname}} | ||
==Outputs== | |||
* {{o targetname}} | * {{o targetname}} |
Revision as of 22:45, 11 July 2005
Entity Description
The weapon_crowbar entity can be used to place a crowbar in a map. The crowbar also follows all physics rules as if it were a prop_physics. In Half-Life 2 Deathmatch, players with a rebel player model will spawn with a crowbar, but not a stunstick.
Keyvalues
Flags
- Start Constrained
- Prevents the model from moving. Off by default.
Inputs
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.