item_weapon_rpg

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Class hierarchy
CItem_weapon_rpg
CBasePickup
CBaseAnimating
CBaseEntity
The RPG world model from Steam versions of the game.
The RPG world model from the mod version of the game.

item_weapon_rpg is a model entity available in Black Mesa Black Mesa. It is a RPG pick up entity, which gives weapon_rpg for the player when picked up. It also gives item_grenade_rpg (not in Black Mesa (mod) Black Mesa (mod)).

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_rpg. 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.
  • 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.
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>
Deattaches this entity if was attached with AttachTo input, the entity will retain its position before applying this input and will remain stationary until something will hit it.

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.

Dedicated Console Variables

Cvar/Command Parameters or default value Descriptor Effect
sv_mp_spawneffect_item 1 Bool Enable/disable the xen portal effects and the sound after respawn in multiplayer.

See also