weapon_physcannon

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<Half-Life 2> weapon_physcannon is a point entity available in the Half-Life 2 series.
Weapon physcannon.png

Entity description

The Zero-Point Energy Field Manipulator (AKA Gravity Gun), used to manipulate physics objects in the game world. In Half-Life 2: Deathmatch, players spawn with a gravity gun by default.

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

Tip:To supercharge the Gravity Gun, you will have to set up an env_global entity to enable it.

Dedicated Console Variables

Dedicated Console Variables:

g_debug_physcannon <bool>
Enables Gravity Gun debugging, which shows a wire frame outline around objects when picked up(Default: 0)
physcannon_cone <float>
Changes how wide the pickup range is, lower numbers are wider (Default: 0.97)
physcannon_ball_cone <float>
To do: Add a description for this variable.(Default: 0.997)
physcannon_punt_cone <float>
To do: Add a description for this variable.(Default: 0.997)
physcannon_minforce <float>
To do: Add a description for this variable.(Default: 700.0)
physcannon_maxforce <float>
To do: Add a description for this variable.(Default: 1500.0)
physcannon_maxmass <float>
Sets the maximum mass at which an object can be picked up by the gravity gun(Default: 250.0)
physcannon_pullforce <float>
How much force to be used when pulling objects to the player(Default: 4000.0)
physcannon_tracelength <float>
How far an object can be pulled from(Default: 250.0)
physcannon_mega_enabled <bool>
Enables Dark Energy Field Manipulator(Default: 0)
physcannon_mega_pullforce <float>
How much force the Dark Energy Field Manipulator (Default: 8000.0)
physcannon_mega_tracelength <float>
The distance at which the Dark Energy Field Manipulator will be able to pull an object(Default: 850.0)
player_throwforce <float>
To do: Add a description for this variable.(Default: 1000.0)

Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
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.

NewFade:

; Start Fade Dist/Pixels <float>
Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
End Fade Dist/Pixels <float>
Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
Fade Scale <float>
If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.

Flags

  • 1 : Start Constrained
Prevents the model from moving. Off by default.
  • 2 : Start without grab functionality. Obsolete
  • 2 : Deny player pickup (reserve for NPC)
  • 4 : Not puntable by Gravity Gun

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
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.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:
In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2)
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm)
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm)
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

EnableGrab

Enable the grab functionality. Obsolete

Outputs

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.
OnKilled  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.


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.
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.
OnKilled  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.

OnNPCPickup

Fires when an NPC picks up this weapon.