Weapon hopwire

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Obsolete-notext.png
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.

Half-Life 2 weapon_hopwire is a cut point entity from the Half-Life 2 series, and now avalible only in Portal.

Entity description

A highly unstable black hole generator. To use it in Ep1 and Orange Box games, use vortex_hopwire 1. It no longer appears to be functional, however.

Warning.pngWarning:Crashes has been reported after enabling this weapon. Use with caution.

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 Source 2006), 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.
Garry's Mod Garry's Mod keyvalues
GMODSandbox:
Allow Physics Gun (gmod_allowphysgun) <boolean> (only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!

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.