5: Slow Fade Away (decreases alpha by -1 per frame/ (in all games since ) Fades out over 4 s).4: Fast Wide Pulse (varies alpha by ☖4 over a period of 0.4 s).3: Slow Wide Pulse (varies alpha by ☖4 over a period of 1.5 s).2: Fast Pulse (varies alpha by ☑6 over a period of 0.4 s).1: Slow Pulse (varies alpha by ☑6 over a period of 1.5 s).Render FX (renderfx) Various somewhat legacy alpha effects. Render Color (R G B) (rendercolor) Color tint. FX Amount/Transparency (0–255) (renderamt) Transparency amount, requires a Render Mode other than Normal. Using 0 turns off the forced fade altogether. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Fade Scale (fadescale) If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. The value will scale appropriately if the entity is in a 3D Skybox. If 0 or less, the entity won't disappear at all. End Fade Distance (fademaxdist) Distance at which the entity ends fading. If 0 or less, the entity will disappear instantly when end fade is hit. Texture Frame (texframeindex) !FGD The initial frame number for all animated textures on this entity.Įffects - Render Start Fade Distance (fademindist) Distance at which the entity starts fading.
Cycle (cycle) !FGD The current frame of the current animation, on a range from 0-1. Playback Rate (playbackrate) !FGD A multiplier of the framerate at which animations are played, negative values are accepted. Warning: Negative or extremely high values can cause crashes!Īnimating Sequence (sequence) !FGD Default animation sequence for the model to be playing after spawning. This also includes the context menu properties! You need to supply the tool class names, the names of the. Sandbox Tool Whitelist (gmod_allowtools) ( only in ) If set, only given tools can be used on this entity. GMODSandbox: Allow Physics Gun (gmod_allowphysgun) ( only in ) If set, players cannot use Physics Gun on this entity. Any impact that imparts a force greater than this value will enable motion. Physics Impact Force to Override Motion (forcetoenablemotion) If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion. Health Level to Override Motion (damagetoenablemotion) If specified, this object will start with motion disabled. Override Parameters (overridescript) A list of physics keyvalues that are usually embedded in the model. ",ĭescription = "Whether weapon should be picked up or not.Confirm: Doesn't actually affect inertia? Mass Scale (massscale) Multiplier for the object's mass.
",ĭescription = "The actual weapon that will be used by the player. ",ĭescription = "When a player picks up a spawned_weapon. ",ĭescription = "The original weapon from which the spawned_weapon is made. ",ĭescription = "The spawned_weapon created from the weapon that is dropped. ",ĭescription = "The player who dropped the weapon. If you want to prevent weapon dropping, use canDropWeapon instead. This hook cannot prevent weapon dropping. Use this hook (in combination with PlayerPickupDarkRPWeapon) to store extra information about a weapon. ",ĭescription = "When a player drops a weapon. defineChatCommand( "weapondrop ", DropWeapon)ĭescription = "Drop the weapon with animations. defineChatCommand( "dropweapon ", DropWeapon)ĭarkRP. defineChatCommand( "drop ", DropWeapon)ĭarkRP. If IsValid(ply) and IsValid(ent) and ply: Alive() and ent: GetModel() ~= " " and not IsValid(ply: GetObserverTarget()) thenĭarkRP. Ply: DoAnimationEvent(ACT_GMOD_GESTURE_ITEM_DROP) Call( "canDropWeapon ", GAMEMODE, ply, ent) If not ent: IsValid() or ent: GetModel() = " " thenĭarkRP. Call( "onDarkRPWeaponDropped ", nil, self, ent, weapon) Self: RemoveAmmo( self: GetAmmoCount(weapon: GetSecondaryAmmoType()), weapon: GetSecondaryAmmoType()) Self: RemoveAmmo(primAmmo, weapon: GetPrimaryAmmoType()) IsValidModel(model) and model or "models/weapons/w_rif_ak47.mdl " Local model = (weapon: GetModel() = "models/weapons/v_physcannon.mdl " and "models/weapons/w_physics.mdl ") or weapon: GetModel() Self: DropWeapon(weapon) - Drop it so the model isn't the viewmodel Local primAmmo = self: GetAmmoCount(weapon: GetPrimaryAmmoType())