Item ammo pistol

From Valve Developer Community

Table of contents

Entity Description

An item_ammo_pistol entity
An item_ammo_pistol entity

A box of 9mm rounds for the semi-automatic pistol.

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

  • At the "Easy" (skill 1) setting the clip will provide 24 rounds.
  • At the "Normal" (skill 2) setting the clip will provide 20 rounds.
  • At the "Hard" (skill 3) setting the clip will provide 12 rounds.

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 [New with Episode One]
<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 [New with Episode One]
<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 [New with Episode One]
<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.
An item_ammo_pistol entity.
Enlarge
An item_ammo_pistol entity.

See Also