weapon_chaingun

From Valve Developer Community
Jump to navigation Jump to search
← List of SE1 entities
SE1 Weapon Chaingun.png

weapon_chaingun is a model entity available in SiN Episodes SiN Episodes. An unobtainable weapon entity used by the SinTek Elites.

Entity description

On fire the barrel starts to spin and then a barrage of bullets is fired. The player cannot use the chaingun, even if the weapon script file is edited, the game crashes upon picking it up. You can set weapon_chaingun for other human NPC to use, but it will not work well. They will try to shoot, but no actual

A SinTek Elite using a Chaingun.

bullets will be fired and they lack the proper animations for the chaingun usage.

In the game files, chaingun is also called SinTek Gun.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also: Generic Keyvalues, Inputs and Outputs available to all entities
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.

Weapon:

Primary Ammo Count. (PrimaryAmmoCount) <integer>
Secondary Ammo Count. (SecondaryAmmoCount) <integer>

Flags

Start Constrained : [1]
Prevents the model from moving.

Inputs

Base:

AddOutput <stringRedirectInput/string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
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.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.

Outputs

Weapon:

OnNPCPickup
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon.
OnPlayerUse
!activator = player
!caller = this entity
Fires when the player +uses this weapon.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks up this weapon.

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.
OnUse
Fired when the Use input is given.