weapon_physcannon

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Weapon physcannon.png

<Half-Life 2> weapon_physcannon is a point entity available in the Half-Life 2 series. It's the Zero-Point Energy Field Manipulator (AKA Gravity Gun), used to manipulate physics objects in the game world. In Half-Life 2: Deathmatch, players spawn with a gravity gun by default. Before it is picked up, the gravity gun also follows all physics rules as if it were a prop_physics.

Tip.png Tip: To supercharge the Gravity Gun, you will have to set up an env_global entity to enable it.
Bug.png Bug: Sometimes the game may crash when the player is holding something at the moment they pick up the gravity gun.

Dedicated ConVars

Dedicated Console Variables:

g_debug_physcannon <bool>
Enables Gravity Gun debugging, which shows a wire frame outline around objects when picked up(Default: 0)
physcannon_cone <float>
Changes how wide the pickup range is, lower numbers are wider (Default: 0.97)
physcannon_ball_cone <float>
To do: Add a description for this variable.(Default: 0.997)
physcannon_punt_cone <float>
To do: Add a description for this variable.(Default: 0.997)
physcannon_minforce <float>
To do: Add a description for this variable.(Default: 700.0)
physcannon_maxforce <float>
To do: Add a description for this variable.(Default: 1500.0)
physcannon_maxmass <float>
Sets the maximum mass at which an object can be picked up by the gravity gun(Default: 250.0)
physcannon_pullforce <float>
How much force to be used when pulling objects to the player(Default: 4000.0)
physcannon_tracelength <float>
How far an object can be pulled from(Default: 250.0)
physcannon_mega_enabled <bool>
Enables Dark Energy Field Manipulator(Default: 0)
physcannon_mega_pullforce <float>
How much force the Dark Energy Field Manipulator (Default: 8000.0)
physcannon_mega_tracelength <float>
The distance at which the Dark Energy Field Manipulator will be able to pull an object(Default: 850.0)
player_throwforce <float>
To do: Add a description for this variable.(Default: 1000.0)

Keyvalues

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

NewFade:

Start Fade Dist/Pixels <float>
Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
End Fade Dist/Pixels <float>
Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
Fade Scale <float>
If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.

Flags

  • 1 : Start Constrained
Prevents the model from moving. Off by default.
  • 2 : Start without grab functionality. Obsolete (in all games since <Half-Life 2: Episode One><Half-Life 2: Episode One>)
  • 2 : Deny player pickup (reserve for NPC) (in all games since <Half-Life 2: Episode One><Half-Life 2: Episode One>)
  • 4 : Not puntable by Gravity Gun (in all games since <Half-Life 2: Episode One><Half-Life 2: Episode One>)

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

EnableGrab

Enable the grab functionality. Obsolete (in all games since <Half-Life 2: Episode One><Half-Life 2: Episode One>)

Outputs

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

Weapon:

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.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

OnNPCPickup

Fires when an NPC picks up this weapon.