Item ammo ar2 large: Difference between revisions

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{{wrongtitle|title=item_ammo_ar2_large}}
{{LanguageBar}}
{{CD|CItem_LargeBoxLRounds|file1=item_ammo.cpp}}
[[File: item_ammo_ar2.png | right | 300px]]


==Entity Description==
{{this is a|model entity|game=Half-Life 2 series|name=item_ammo_ar2_large}} It's a ''large'' magazine of pulse ammo for the [[weapon_ar2|Overwatch pulse rifle]], providing 60 pulses regardless of the current difficulty setting.
[[Image:Item_ammo_ar2.jpg|frame|right|The item_ammo_ar2_large looks exactly identical to the [[item_ammo_ar2]] seen here.]]
{{note | The <code>item_ammo_ar2_large</code> looks exactly identical to the [[item_ammo_ar2]] entity.}}
A ''large'' clip of pulse ammo for the [[weapon_ar2|Overwatch pulse rifle]], providing 60 pulses regardless of the current difficulty setting.
__NOTOC__
{{KVIO ItemHL2}}


==Keyvalues==
== See Also ==
* {{KV Item}}
* {{ent|weapon_ar2}}
 
* {{ent|item_ammo_ar2}}
==Inputs==
* {{I Item}}
 
==Outputs==
* {{O Item}}
 
==See Also==
* [[item_ammo_ar2]]
 
[[Category:Entities]] [[Category:Items]]

Latest revision as of 17:16, 1 June 2025

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C++ Class hierarchy
CItem_LargeBoxLRounds
CItem
CBaseAnimating
CBaseEntity
C++ item_ammo.cpp
Item ammo ar2.png

item_ammo_ar2_large is a model entity available in Half-Life 2 series Half-Life 2 series. It's a large magazine of pulse ammo for the Overwatch pulse rifle, providing 60 pulses regardless of the current difficulty setting.

Note.pngNote: The item_ammo_ar2_large looks exactly identical to the item_ammo_ar2 entity.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Start Constrained : [1]
Spawns with motion disabled.

Outputs

Item:

OnPlayerTouch
Fires when the player touches this item. !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 gravity gun.
  • Punted by gravity gun.

See Also