Item ammo smg1 large: Difference between revisions

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{{lang|Item ammo smg1 large}}
{{LanguageBar}}
{{CD|CItem_LargeBoxMRounds|file1=1}}
{{CD|CItem_LargeBoxMRounds|file1=1}}
[[File: item_ammo_smg1.png | right | 300px]]
[[File: item_ammo_smg1.png | right | 300px]]


{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=item_ammo_smg1_large}} It's a ''large'' box of 4.6x30mm FMJ ammunition for the [[weapon_smg1|submachine gun]].
{{this is a|model entity|game=Half-Life 2 series|name=item_ammo_smg1_large}} It's a ''large'' box of 4.6x30mm FMJ ammunition for the [[weapon_smg1|submachine gun]].


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

Latest revision as of 17:18, 1 June 2025

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C++ Class hierarchy
CItem_LargeBoxMRounds
CItem
CBaseAnimating
CBaseEntity
C++ item_ammo.cpp
Item ammo smg1.png

item_ammo_smg1_large is a model entity available in Half-Life 2 series Half-Life 2 series. It's 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:

  • Easy: 225
  • Normal: 225
  • Hard: 135
Icon-Bug.pngBug:When placing the entity, the Hammer model preview cannot find its model due to it being missing, instead displaying the large red "ERROR" model. This issue is in Hammer-only and the entity works fine in the game. You can fix this by editing the studiomodel for the entity in the FGD.  [todo tested in ?]
Note.pngNote: The item_ammo_smg1_large entity looks exact like the item_ammo_smg1 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