Item ammo ar2 large

From Valve Developer Community

Table of contents

Entity Description

The item_ammo_ar2_large looks exactly identical to the  seen here.
The item_ammo_ar2_large looks exactly identical to the item_ammo_ar2 seen here.

A large clip of pulse ammo for the Overwatch pulse rifle, providing 60 pulses regardless of the current difficulty setting.

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [New with Orange Box]
<integer readonly> This id is used for debugging purposes in Hammer.
Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • disableshadows
<boolean> Used to disable dynamic shadow casting from this entity.
  • fademindist [Episode One Update]
<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 [Episode One Update]
<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 [Episode One Update]
<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

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnPlayerTouch
Fires when the player touches this object.
!activator = 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