Item weapon mp5: Difference between revisions
		
		
		
		
		
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Note:Most objects that inherit class 
Risk of Confusion:Not to be confused with weapon_mp5. The key difference between weapon_ and item_weapon_ entities are: 
Note:Multiplayer mode will not override this value for models with animated sheen if the value isn't default.
Important:Does not disable physics and collision.
		
	
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* Different inputs, outputs and flags.    | * Different inputs, outputs and flags.    | ||
* ''item_weapon_'' can be destroyed by damaging it ([[item_weapon_snark|nest with snarks]] only).    | * ''item_weapon_'' can be destroyed by damaging it ([[item_weapon_snark|nest with snarks]] only).    | ||
* ''weapon_'' are not giving extra ammo.}}  | * ''weapon_'' are not giving extra ammo.  | ||
* Picking up ''weapon_'' with [[+use|use]] key will force the player to use it, if the player didn't have the weapon before. Doesn't work with ''item_weapon_'' entities.  | |||
}}  | |||
==Keyvalues==  | ==Keyvalues==  | ||
Revision as of 08:59, 20 May 2025
item_weapon_mp5  is a   model entity  available in 
 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)).
Represented by class CItem_weapon_mp5.
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).
 
- 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.
 - Picking up weapon_ with use key will force the player to use it, if the player didn't have the weapon before. Doesn't work with item_weapon_ entities.
 
Keyvalues
- Respawn Time (respawntime) <float>
 - Time waited between respawns in multiplayer mode.
 
- Model (model) <model path> !FGD
 - Model to use for this entity.
 
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.
 
- 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
- weapon_mp5 - the mp5 weapon entity
 - item_ammo_mp5 - the mp5 ammo entity