Difference between revisions of "Weapon slam"
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+ | ==Entity description== | ||
+ | |||
+ | Selectable Lightweight Attack Munition. It can be placed upon any surface for use as a tripwire explosive. Alternatively, it can also be thrown and detonated by remote. | ||
+ | |||
+ | The player must be careful when using this weapon, since it can trigger the SLAM if it touches the laser, or if the SLAM is shot/triggered. | ||
+ | |||
+ | ==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. |
Latest revision as of 22:00, 18 February 2012
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. |
Entity description
Selectable Lightweight Attack Munition. It can be placed upon any surface for use as a tripwire explosive. Alternatively, it can also be thrown and detonated by remote.
The player must be careful when using this weapon, since it can trigger the SLAM if it touches the laser, or if the SLAM is shot/triggered.
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.