Item box buckshot
From Valve Developer Community
| Table of contents |
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Entity Description
A box of 12 gauge buckshot shotgun shells that will provide ammunition for the shotgun.
Despite the appearance of its model, the amount of ammo the box will provide depends on the current difficulty setting:
- At the "Easy" (
skill 1) setting the box will provide 24 shells. - At the "Normal" (
skill 2) setting the box will provide 20 shells. - At the "Hard" (
skill 3) setting the box will provide 12 shells.
(Apparently manufactured by Salvotech, most certainly with no affiliation with the real world company.)
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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.

