Weapon slam

From Obsidian Conflict Wiki
Jump to: navigation, search
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

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.