Item ammo ar2: Difference between revisions

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[[Image:Item_ammo_ar2.jpg|thumb|200px|right|Pulse rifle clip.]]
{{LanguageBar}}
{{hl2 point|item_ammo_ar2}}
{{CD|CItem_BoxLRounds|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}} It's a magazine of pulse ammo for the [[weapon_ar2|Overwatch pulse rifle]].
A clip of pulse ammo for the [[weapon_ar2|Overwatch pulse rifle]].


The amount of ammo the clip will provide depends on the current difficulty setting:
The amount of ammo the clip will provide depends on the current difficulty setting:
{{skill|24|20|12}}


* At the "Easy" (<code>skill 1</code>) setting the clip will provide 24 pulses.
__NOTOC__
* At the "Normal" (<code>skill 2</code>) setting the clip will provide 20 pulses.
* At the "Hard" (<code>skill 3</code>) setting the clip will provide 12 pulses.


==Keyvalues==
{{KVIO ItemHL2}}
* {{KV Item}}
 
==Inputs==
* {{I Item}}
 
==Outputs==
* {{O Item}}


==See also==
==See also==
* [[item_ammo_ar2_large]]
* {{ent|weapon_ar2}}
 
* {{ent|item_ammo_ar2_large}}
[[Category:Items]]

Latest revision as of 17:16, 1 June 2025

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

item_ammo_ar2 is a model entity available in Half-Life 2 series Half-Life 2 series. It's a magazine of pulse ammo for the Overwatch pulse rifle.

The amount of ammo the clip will provide depends on the current difficulty setting:

  • Easy: 24
  • Normal: 20
  • Hard: 12


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