Item weapon mp5: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Classifying as model entity)
No edit summary
Line 1: Line 1:
{{back | Black Mesa Level Aesthetics}}
[[File: item_weapon_mp5_bms.png | right | 400px]]
{{Stub}}
[[File: item_weapon_mp5_bms12.png | right | 400px]]
{{Cleanup}}
{{this is a|model entity|name=item_weapon_mp5|game=Black Mesa}} It is a MP5 pick up entity, which gives {{ent|weapon_mp5}} for the {{ent|player}} when picked up.  It also gives {{ent|item_ammo_mp5}} {{not|{{bms12|4}}}}.
{{this is a|model entity|name=item_weapon_mp5|game=Black Mesa}}  


It is the {{w|Heckler & Koch MP5}}, a German Submachine Gun used by the [[HECU]]. It is first seen in-game in the chapter [["We've Got Hostiles!"]], where a [[HECU]] marine arrives from a lift to hunt down scientists. It is the main weapon used by the HECU and the fourth weapon obtained by the player. It shares 9mm ammunition with the {{ent|item_weapon_glock}}. In {{bms|4}} [[Hammer]], The ''models\props_st\c2a5f_cabinet_weapon.mdl'' prop model features designated slots for the insertion of guns. It also has doors you could separately attach onto the cabinet, them being ''models\props_st\c2a5f_cabinet_doorright.mdl'', and ''models\props_st\c2a5f_cabinet_doorleft.mdl''. The cabinet and its doors are available in two distinct skins: a sleek gray/metal option and a military green variant. Ideal for armories housing high-tier weapons such as the MP5.
Represented by class <code>CItem_weapon_mp5</code>.
 
{{note|Most objects that inherit class {{code|CBasePickup}} in {{bms|1}} have the following features:
* They're [[VPhysics]] objects (disabled in multiplayer mode).
* Respawn in multiplayer mode (''item_weapon_'' entities creating [[Env xen portal effect|xen portal effects]] as well).
* No physics and collision in multiplayer.
* Model can be changed to your own via the parameter (which is not in the FGD by default, added in [https://github.com/MyGamepedia/Enhanced-Black-Mesa-FGD Enhanced Black Mesa FGD]).
}}
{{bug|hidetested=1|Doesn't collide with other {{code|CBasePickup}} and ''weapon_'' entities {{not|{{bms12}}}}.}}
 
{{Confusion|Not to be confused with {{ent|weapon_mp5}}. The key difference between ''weapon_'' and ''item_weapon_'' entities are:
* The respawn mechanics in multiplayer and the respawn sound are different.
* ''weapon_'' physics and collision isn't disabled in multiplayer.
* ''weapon_'' model cannot be changed with properties.
* Different inputs, outputs and flags.
* ''item_weapon_'' can be destroyed by damaging it ([[item_weapon_snark|nest with snarks]] only).
* ''weapon_'' are not giving extra ammo.}}
 
==Keyvalues==
{{KV|Respawn Time|intn=respawntime|float|Time waited between respawns in multiplayer mode.}}
{{KV|Model|intn=model|studio|Model to use for this entity.
{{note|Multiplayer mode will not override this value for models with animated sheen if the value isn't default.}}
|nofgd=1}}
 
==Outputs==
{{O|OnPlayerDenied|param=void|Fires if the player has not picked it up when touched.}}
{{O|OnPlayerPickup|param=void|Fires if the player picked it up.}}
 
==Inputs==
{{I|AttachTo|param=void|Attaches this entity to [[!activator]], the entity becomes impossible to pick up. It becomes invisible in first person mode, but only in [[Steam]] versions of the game only.}}
{{I|Respawn|param=void|Respawn this entity in multiplayer. Fired by this entity after the amount of time from ''Respawn Time'' property.}}
{{I|Disable|param=void|Make this item invisible and disable the ability to be picked up by players.
{{important|Does not disable physics and collision.}}
}}
{{I|Enable|param=void|Make this item visible and enable the ability to be picked up by players.}}
{{I|Fall|param=void|Doesn't seem to work.}}
 
==Flags==
{{Fl|1|[[Physics optimization|Start Asleep]]}}
{{Fl|2|[[Physics optimization|Motion Disabled]]}}
{{Fl|4|Hard Respawn|Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.}}
{{Fl|8|Silent Pickup|Pick up this entity with no sound and [[HUD]] animation.}}
 
==See also==
* {{ent|weapon_mp5}} - the mp5 weapon entity
* {{ent|item_ammo_mp5}} - the mp5 ammo entity

Revision as of 06:24, 20 May 2025

Item weapon mp5 bms.png
Item weapon mp5 bms12.png

item_weapon_mp5 is a model entity available in Black Mesa Black Mesa. It is a MP5 pick up entity, which gives weapon_mp5 for the player when picked up. It also gives item_ammo_mp5 (not in Black Mesa (mod) Black Mesa (mod)).

Represented by class CItem_weapon_mp5.

Note.pngNote:Most objects that inherit class CBasePickup in Black Mesa have the following features:
  • They're VPhysics objects (disabled in multiplayer mode).
  • Respawn in multiplayer mode (item_weapon_ entities creating xen portal effects as well).
  • No physics and collision in multiplayer.
  • Model can be changed to your own via the parameter (which is not in the FGD by default, added in Enhanced Black Mesa FGD).
Icon-Bug.pngBug:Doesn't collide with other CBasePickup and weapon_ entities (not in Black Mesa (mod)).
Warning.pngRisk of Confusion:Not to be confused with weapon_mp5. The key difference between weapon_ and item_weapon_ entities are:
  • The respawn mechanics in multiplayer and the respawn sound are different.
  • weapon_ physics and collision isn't disabled in multiplayer.
  • weapon_ model cannot be changed with properties.
  • Different inputs, outputs and flags.
  • item_weapon_ can be destroyed by damaging it (nest with snarks only).
  • weapon_ are not giving extra ammo.

Keyvalues

Respawn Time (respawntime) <float>
Time waited between respawns in multiplayer mode.
Model (model) <model path> !FGD
Model to use for this entity.
Note.pngNote:Multiplayer mode will not override this value for models with animated sheen if the value isn't default.

Outputs

OnPlayerDenied <void>
Fires if the player has not picked it up when touched.
OnPlayerPickup <void>
Fires if the player picked it up.

Inputs

AttachTo <void>
Attaches this entity to !activator, the entity becomes impossible to pick up. It becomes invisible in first person mode, but only in Steam versions of the game only.
Respawn <void>
Respawn this entity in multiplayer. Fired by this entity after the amount of time from Respawn Time property.
Disable <void>
Make this item invisible and disable the ability to be picked up by players.
Icon-Important.pngImportant:Does not disable physics and collision.
Enable <void>
Make this item visible and enable the ability to be picked up by players.
Fall <void>
Doesn't seem to work.

Flags

Start Asleep : [1]
Motion Disabled : [2]
Hard Respawn : [4]
Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.
Silent Pickup : [8]
Pick up this entity with no sound and HUD animation.

See also