Weapon hopwire: Difference between revisions
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Note:Cut from
after updates; included in Episode 1 client DLLs (which is also carried over
, since it used same DLLs), but not the server DLLs. Included in both the client and server DLLs for Portal 1.
Warning:Crashes has been reported after enabling this weapon. Use with caution.
No edit summary |
(readded EP1 so the entity appear in EP1 weapon category.) |
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Line 2: | Line 2: | ||
{{Ent not in fgd}} | {{Ent not in fgd}} | ||
{{CD|CWeaponHopwire|file1=1}} | {{CD|CWeaponHopwire|file1=1}} | ||
{{This is a|entity|name=weapon_hopwire|game=Portal}} A highly unstable black hole generator. | {{This is a|entity|name=weapon_hopwire|game=Half-Life 2: Episode One|game1=Portal}} A highly unstable black hole generator. | ||
{{note|Cut from {{hl2ep1}} after updates; included in Episode 1 client DLLs (which is also carried over {{Ep2}}, since it used same DLLs), but not the server DLLs. Included in both the client and server DLLs for Portal 1.}} | {{note|Cut from {{hl2ep1}} after updates; included in Episode 1 client DLLs (which is also carried over {{Ep2}}, since it used same DLLs), but not the server DLLs. Included in both the client and server DLLs for Portal 1.}} | ||
{{warning|Crashes has been reported after enabling this weapon. Use with caution.}} | {{warning|Crashes has been reported after enabling this weapon. Use with caution.}} |
Revision as of 06:19, 30 April 2025

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
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CWeaponHopwire |
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weapon_hopwire
is an entity available in Half-Life 2: Episode One and
Portal. A highly unstable black hole generator.




Flags
- Start Constrained : [1]
- Prevents the model from moving.
- Deny player pickup (reserve for NPC) : [2]
- Not puntable by Gravity Gun : [4]
Inputs
- HideWeapon !FGD
- If this weapon is being held, hide the worldmodel and/or viewmodel via EF_NODRAW. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.
Outputs
- OnNPCPickup
- Fires when an NPC picks up this weapon. (!activator is the NPC.)
- OnPlayerUse
- Fires when the player +uses this weapon. (!activator is the player.)
- OnPlayerPickup
- Fires when a player picks up this weapon. (!activator is the player.)
- OnCacheInteraction
- Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.