item_ammo_smg1_large

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Contents

Entity Description

The Item_ammo_smg1_large entity looks exactly like the item_ammo_smg1 entity seen here.

A large box of 4.6x30mm FMJ ammunition for the submachine gun.

Despite the writing on it, the amount of ammo the box will contain depends on the current difficulty setting:

  • At the "Easy" (skill 1) setting the box will provide 225 rounds.
  • At the "Normal" (skill 2) setting the box will provide 225 rounds.
  • At the "Hard" (skill 3) setting the box will provide 135 rounds.

Note that when placing the entity the Hammer model preview cannot currently find its model, instead displaying the large red "ERROR" model. Ignore this, as the entity will still work fine in-game.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
  • 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.
  • 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.
  • 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.

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
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.

Outputs

  • 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.
  • OnPlayerTouch
Fires when the player touches this object. (activator is the player)
  • OnCacheInteraction
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.

See Also

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