item_hlvr_weaponmodule_physcannon
- Half-Life: Alyx
Point Entity
WeaponModule PhysCannon
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
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
-
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.