Weapon striderbuster: Difference between revisions
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AltNames: This entity is also tied to
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__NOTOC__ | __NOTOC__ | ||
{{bug|Entity crashes in [[Portal]] when physics damage is applied.}} | {{bug|Entity crashes in [[Portal]] when physics damage is applied.}} | ||
{{altnames|name1=prop_stickybomb}} | {{altnames|name1=prop_stickybomb|misc=Using this classname to spawn this entity prevents it from being place-able into {{ent|prop_vehicle_jeep}} and also cannot aim it straight up when holding it with {{ent|weapon_physcannon}}}} | ||
==Keyvalues== | ==Keyvalues== | ||
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==Inputs== | ==Inputs== | ||
{{ | {{I|ExplodeIn|Bomb should explode in this many seconds|param=float}} | ||
==Outputs== | ==Outputs== | ||
{{ | {{O|OnAttachToStrider|The strider buster has successfully attached to a strider}} | ||
{{ | {{O|OnDetonate|The strider buster has detonated}} | ||
{{ | {{O|OnShatter|The strider buster has shattered without detonating}} | ||
{{ | {{O|OnShotDown|The strider buster has been shattered by Hunters}} | ||
{{OtherKIO|prop_physics}} | {{OtherKIO|prop_physics}} |
Revision as of 12:46, 23 March 2025
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CWeaponStriderBuster |
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weapon_striderbuster
is a point entity available in Half-Life 2: Episode Two. It is a sticky bomb designed to be launched at Striders with the Gravity Gun. After attaching to the strider, it must be detonated with a conventional weapon. It is referred to by characters as the "Magnusson Device".

prop_stickybomb
. Using this classname to spawn this entity prevents it from being place-able into prop_vehicle_jeep and also cannot aim it straight up when holding it with weapon_physcannon Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Dud Bomb (dud) <boolean>
- This strider buster is not armed. Used to create training busters.
Flags
- Don't use game_weapon_manager : [8388608]
Inputs
- ExplodeIn <float >
- Bomb should explode in this many seconds
Outputs
- OnAttachToStrider
- The strider buster has successfully attached to a strider
- OnDetonate
- The strider buster has detonated
- OnShatter
- The strider buster has shattered without detonating
- OnShotDown
- The strider buster has been shattered by Hunters

Keyvalues / Inputs / Outputs
are same as prop_physics.