Weapon gauss

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Entity.png 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

The Gauss cannon (known oficially as Tau cannon, or in game as XVL1456) is an experimental weapon that it was under test in Black Mesa. Years later, during the Combine Overwatch reign, it appeared as a mounted cannon in a jeep.

The primary fire shoots rapidly a beam of Tau particles, visible as yellow beams in the air and holding the second fire it charges up the weapon to fire more a powerful beam, these can shoot through multiple targets or walls. The more time you hold, more powerful it will. But be careful, because if you hold the energy during too much time (aprox. 10 seconds), it will electrocute you, making 50 points of damage. Charging the beam can take up to 10 units of ammo.

It has a big recoil: if the player aim it to the floor being charged it can make a "gauss jump". The beams can be reflected in the floor and the walls, so be careful (especially when you are going to make a gauss jump, it could kill you in one hit).

It uses Uranium-235 as ammo, that is very scarce, so make sure you use this weapon agaisnt a strong enemy.


Obsidian Conflict uses a modified version of the original model from the HL2 leak. However, there are plans to remplace it.

Keyvalues

  • Name targetname <target_source> The name that other entities refer to this entity by.
  • Pitch Yaw Roll (Y Z X) angles <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.
  • spawnflags spawnflags <flags>
  • Custom Script customweaponscript <string> Name of a script in the folder ( scripts/customweapons/ ) which should be loaded instead of the weapons default script. Leave Blank for default weapon settings.

NOTE: For unknown reasons, this weapon doesnt admit custom scripts, since the original model will "pop" randomly remplacing the model from the script, as well as some settings not being remplaced, like the name.

  • Min Players Before Spawn minplayerstospawn <integer> Minimum number of players that must be ingame before this weapon will spawn or respawn. Only works on weapons that respawn.
  • Start Fade Dist/Pixels fademindist <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 fademaxdist <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 fadescale <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

  • Start constrained
  • Deny player pickup (reserve for npc)
  • Not puntuable by Gravity Gun
  • Do not respawn
  • Do not return to Spawn Location if moved

Inputs

  • Kill Removes this entity from the world.
  • KillHierarchy Removes this entity and all its children from the world.
  • AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
  • FireUser1 Causes this entity's OnUser1 output to be fired.
  • FireUser2 Causes this entity's OnUser2 output to be fired.
  • FireUser3 Causes this entity's OnUser3 output to be fired.
  • FireUser4 Causes this entity's OnUser4 output to be fired.
  • BreakConstraint Break the constraint created by the 'Start constrained' spawnflag.

Outputs

  • OnUser1 Fired in response to FireUser1 input.
  • OnUser2 Fired in response to FireUser2 input.
  • OnUser3 Fired in response to FireUser3 input.
  • OnUser4 Fired in response to FireUser4 input.
  • OnPlayerUse Fires when the player +uses this weapon
  • OnPlayerPickup Fires when the player picks up this weapon
  • OnNPCPickup Fires when an NPC 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.