weapon_crossbow

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Source Engine ( General | Half-Life: Source | Black Mesa )
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W crossbow.PNG
C++ Class hierarchy
CWeaponCrossbow
CBaseHLCombatWeapon
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
C++ weapon_crossbow.cpp

weapon_crossbow is a model entity available in Half-Life 2 series Half-Life 2 series. It is a molten rebar crossbow. When first picked up, the player is given 5 bolts. Up to 11 bolts can be carried (including one loaded into the weapon) A roll of bolts can be placed with item_ammo_crossbow. The projectile class is crossbow_bolt with Think() during flight and Touch() for impacts.

Before it is picked up, the crossbow also follows all physics rules as if it were a prop_physics.

Icon-Bug.pngBug:The crossbow model will not render in Hammer by default, appearing as an error. To fix the issue, delete the folder Half-Life 2/hl2/models. It contains a broken duplicate of this model, which Hammer fails to load.  [todo tested in ?]

Dedicated Console Variables

sk_plr_dmg_crossbow <int>
Damage from Player (Default: 100).
sk_npc_dmg_crossbow <int>
Damage from NPC's (Default: 10, None use crossbow)
sk_max_crossbow <int>
Maximum Ammo (Default: 10).

Flags

Start Constrained : [1]
Prevents the model from moving.
Deny player pickup (reserve for NPC) : [2]
Not puntable by Gravity Gun : [4]

Inputs

HideWeapon  !FGD
If this weapon is being held, hide the worldmodel and/or viewmodel via EF_NODRAW. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.

Outputs

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.
OnCacheInteraction
Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.