Weapon slam

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Entity description

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.