Item ammo smg1 large
From Valve Developer Community
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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.
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <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.
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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.
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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.
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