weapon_citizenpackage
weapon_citizenpackage
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch.
Contents
Entity description
Use for scripted sequences only. Players do not see a viewmodel when holding this weapon.
Before it is picked up, the package also follows all physics rules as if it were a prop_physics.
Keyvalues
BaseFadeProp:
- Start Fade Dist
(fademindist)
<float> - Distance at which the entity starts to fade.
- End Fade Dist
(fademaxdist)
<float> - Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If you specify so in
worldspawn
, or if the engine is running below DirectX 8 (DX7 in ), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command$noforcedfade
.
GMODSandbox:
|
Flags
- [
1
] : Start Constrained
Prevents the model from moving. - [
2
] : Deny player pickup (reserve for NPC) - [
4
] : Not puntable by Gravity Gun
Outputs
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.