12-Jul-2023
The minigun consumes ammunition directly. Uses ammo_556/ammo_556clip. Primary fire winds up the minigun barrel and starts fire shortly after. Secondary fire only winds it up. It is a heavy weapon which reduces the carrying player's speed and disables his ability to jump. It will only be picked up when the player issues his 'Use'-command on it. While holding the weapon, no other weapon can be selected. The minigun has to be dropped first. CVars:
Keyvalues |
OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.
Name targetname : Set name of weapon_minigun so other entities can trigger it. Only 'On' and 'Toggle' trigger use-types are accepted which makes weapon be picked up by player '!activator'. Kill-targeting this entity will remove weapon_minigun and stop it from respawning.
Pitch Yaw Roll (X Y Z) angles : Where Z means Y and Y means Z, that is, when you're thinking Hammer-grid. (Hammer uses Z for height and Y for depth, while every other sane 3D-application does this the other way round; nonetheless this keyvalue description has the letters in the conventional order) This, technically, is a 3D-vector containing Euler-angles to describe either the entity's rotation or direction of effect. E.g. a func_door_rotating will use this as its initial rotation, while a trigger_push will keep its original alignment and use this for the direction of its push-effect instead. Euler-angles are a hierarchical system to determine an object's orientation in 3D-space. A yaw-value of 0 would mean the entity would face east. (right in top-down view) 90 would mean it would face north. (up in top-down-view) After yaw, pitch is applied. Think aiming up/down with your character in first person. At last, the roll-value is applied. Think your character falling over sideways in first person. Some entities, mostly point entities, do not use the angles keyvalue for any purpose.
Render FX renderfx : Set custom render FX effect. Only works when "Render Mode" is set to different than 'Normal'
Render Mode rendermode : Render mode determines how this entity is rendered.
FX Amount (1 - 255) renderamt : Render amount to use when other than "Render Mode" 'Normal' is used.
FX Color (R G B) rendercolor : Used with "Render Mode" 'Color' and 'Glow' to set color. Also sets color of 'Glow Shell' "Render Mode".
Gravity Setting movetype : Determines how items behave after spawn.
Custom respawn time m_flCustomRespawnTime : Customize pickup respawn delay in seconds.
Custom Damage dmg : Custom damage of weapon.
Custom V_Model wpn_v_model : You can set the custom view model (v_model) for this item here. It's a first person weapon model.
Custom W_Model wpn_w_model : You can set the custom world model (w_model) for this item here. It's on-ground weapon model.
Custom P_Model wpn_p_model : You can set the custom player model (p_model) for this item here. It shows on other players when they are holding it.
Sound Replacement File soundlist : Set the path to a sound replacement file for the weapon. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.
Custom sprite directory CustomSpriteDir :
HUD weapon sprites override. Custom sprites needs .txt file to be created and placed inside "sprites/
Is Ammo Item IsNotAmmoItem : Is set to 'Yes', the weapon is not removed from the map when player pick it up, and 'mp_weaponstay' command is disabled.
Target target : Entity to trigger when weapon is picked up. Trigger use-type is 'Toggle'.
Delay Before Trigger delay : Delay before trigger entity specified in "Target".
Kill Target killtarget : Entity to remove when weapon is picked up.
128 : TOUCH Only : Pick this item up only by touching it.
256 : USE Only : Pick this item up only by using it ('USE' key).
512 : Can Use w/o LoS : Player can pick up this item even when it's not within his line of sight.
1024 : Disable Respawn : Disables default item respawning.
2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.
As all weapon-, ammo- and item- entities, this respawns after 15 seconds.
If "TOUCH only" and "USE only" flags are selected, the weapon can only be collected by trigger. When those flags are not selected, the weapon also can be collected by trigger, but only if player is the !activator.