Difference between revisions of "Weapon slam"
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+ | |||
+ | ==Entity description== | ||
+ | |||
+ | [[File:Slam.jpg]] | ||
+ | |||
+ | Selectable Lightweight Attack Munition. It can be placed upon any surface for use as a trip wire explosive. Alternatively, it can also be thrown and detonated by remote. | ||
+ | |||
+ | |||
+ | ==Keyvalues== | ||
+ | |||
+ | |||
+ | Weapon: | ||
+ | |||
+ | |||
+ | 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. | ||
+ | |||
+ | |||
+ | |||
+ | Angles: | ||
+ | |||
+ | * '''Pitch Yaw Roll (Y Z X) <angle>''' | ||
+ | |||
+ | This entity's angular orientation in the world. | ||
+ | |||
+ | |||
+ | |||
+ | Targetname: | ||
+ | |||
+ | * '''Name <string>''' | ||
+ | |||
+ | The targetname other entities refer to this entity by. | ||
+ | |||
+ | |||
+ | * '''Entity Scripts <VScripts> (New with Left 4 Dead 2)''' | ||
+ | |||
+ | Name(s) of script files that are executed after all entities have spawned. | ||
+ | |||
+ | |||
+ | * '''Script think function <string> (New with Left 4 Dead 2)''' | ||
+ | |||
+ | Name of a function in this entity's script scope which will be called automatically. | ||
+ | |||
+ | |||
+ | |||
+ | ==Flags== | ||
+ | |||
+ | * 1 : Start Constrained. Prevents the model from moving. | ||
+ | * 2 : Deny player pickup (reserve for NPC) | ||
+ | * 4 : Not puntable by Gravity Gun | ||
+ | |||
+ | |||
+ | |||
+ | ==Inputs== | ||
+ | |||
+ | |||
+ | Targetname: | ||
+ | |||
+ | |||
+ | * '''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. | ||
+ | |||
+ | |||
+ | * '''Kill''' | ||
+ | |||
+ | Removes this entity from the world. | ||
+ | |||
+ | |||
+ | * '''KillHierarchy''' | ||
+ | |||
+ | Removes this entity and all its children from the world. | ||
+ | |||
+ | |||
+ | * '''RunScriptFile <string> (New with Left 4 Dead 2)''' | ||
+ | |||
+ | Execute a game script from disk. | ||
+ | |||
+ | |||
+ | * '''RunScriptCode <string> (New with Left 4 Dead 2)''' | ||
+ | |||
+ | Execute a string of script source code. | ||
+ | |||
+ | |||
+ | * '''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. | ||
+ | |||
+ | |||
+ | |||
+ | ==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. | ||
+ | |||
+ | |||
+ | Targetname: | ||
+ | |||
+ | * '''OnUser1''' to '''OnUser4''' | ||
+ | |||
+ | Fired in response to the FireUser inputs; see User Inputs and Outputs. | ||
+ | |||
+ | |||
+ | * '''OnKilled (New with Left 4 Dead)''' | ||
+ | |||
+ | Fired when the entity is killed and removed from the game. |
Revision as of 11:44, 10 May 2011
This Page contains informations about an Obsidian Conflict Entity, which means it is only availible for Obsidian Conflict or rather in that form it is explained. |
This page is a stub. Please help us by expanding it. Thank you! |
Entity description
Selectable Lightweight Attack Munition. It can be placed upon any surface for use as a trip wire explosive. Alternatively, it can also be thrown and detonated by remote.
Keyvalues
Weapon:
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.
Angles:
- Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
Targetname:
- Name <string>
The targetname other entities refer to this entity by.
- Entity Scripts <VScripts> (New with Left 4 Dead 2)
Name(s) of script files that are executed after all entities have spawned.
- Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script scope which will be called automatically.
Flags
* 1 : Start Constrained. Prevents the model from moving. * 2 : Deny player pickup (reserve for NPC) * 4 : Not puntable by Gravity Gun
Inputs
Targetname:
- 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.
- Kill
Removes this entity from the world.
- KillHierarchy
Removes this entity and all its children from the world.
- RunScriptFile <string> (New with Left 4 Dead 2)
Execute a game script from disk.
- RunScriptCode <string> (New with Left 4 Dead 2)
Execute a string of script source code.
- 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.
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.
Targetname:
- OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
- OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.