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item_hlvr_weapon_generic_pistol

Point Entity

Keyvalues

  • Disable shadows (disableshadows) <Boolean>

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • 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.

  • Start Asleep (phys_start_asleep) <Boolean>
    Should the physics of the item be initialized as sleeping on spawn

  • Spawnflags (spawnflags) <Flags>

    • Start Constrained
  • Inventory name (should be unique) (inventory_name) <String>

  • Inventory model (inventory_model) <Resource>

  • Inventory position (inventory_position) <Choices>

    • Top
    • Bottom
    • Right
    • Left
  • Number of bullets in the clip (Default is no clip) (set_spawn_ammo) <Integer>

  • Ammo per clip (ammo_per_clip) <Integer>

  • Damage (damage) <Integer>

  • Attack interval (seconds) (attack_interval) <Float>

  • Clip grab distance (inches) (clip_grab_dist) <Float>

  • Bullet count anim rate (bullet_count_anim_rate) <Float>

  • Slide interaction min distance (inches) (slide_interact_min_dist) <Float>

  • Slide interaction max distance (inches) (slide_interact_max_dist) <Float>

  • Bottom grip min distance (inches) (bottom_grip_min_dist) <Float>

  • Bottom grip max distance (inches) (bottom_grip_max_dist) <Float>

  • Bottom grip disengage distance (inches) (bottom_grip_disengage_dist) <Float>

  • Model right handed (model_right_handed) <Resource>

  • Model left handed (model_left_handed) <Resource>

  • Slide model right handed (slide_model_right_handed) <Resource>

  • Slide model left handed (slide_model_left_handed) <Resource>

  • Clip model right handed (clip_model_right_handed) <Resource>

  • Clip model left handed (clip_model_left_handed) <Resource>

  • Single bullet model (single_bullet_model) <Resource>

  • Eject shell model (eject_shell_model) <Resource>

  • Shoot sound (shoot_sound) <Sound>

  • No ammo sound (no_ammo_sound) <Sound>

  • Last shot chambered sound (last_shot_chambered) <Sound>

  • Slide lock sound (slide_lock_sound) <Sound>

  • Slide back sound (slide_back_sound) <Sound>

  • Slide close sound (slide_close_sound) <Sound>

  • Clip insert sound (clip_insert_sound) <Sound>

  • Clip release sound (clip_release_sound) <Sound>

  • Muzzle flash effect (muzzle_flash_effect) <ParticleSystem>

  • Tracer effect (tracer_effect) <ParticleSystem>

  • Eject shell smoke effect (eject_shell_smoke_effect) <ParticleSystem>

  • Glow effect (glow_effect) <ParticleSystem>

  • Barrel smoke effect (barrel_smoke_effect) <ParticleSystem>

  • Clip glow effect (clip_glow_effect) <ParticleSystem>

Inputs

  • DisableShadow <Void>
    Turn shadow off.

  • EnableShadow <Void>
    Turn shadow on.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

Outputs

  • OnAttachedToHand <Void>
    Fired when the item is attached to the player's hand (i.e. pickup)

  • OnDetachedFromHand <Void>
    Fired when the item is attached to the player's hand (i.e. drop)

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game.

  • OnPlayerTouch <Void>
    Fires when the player touches this object

  • OnPlayerPickup <Void>
    Fires when the player picks up this object

  • OnGlovePulled <Void>
    Pulled by the gravity gloves

  • OnCacheInteraction <Void>
    This output fires when the player proves they have 'found' this item. Fires on: Player Touch (whether or not player actually acquires the item), Picked up by +USE, Picked up by Physcannon, Punted by Physcannon.