Item ammo canister: Difference between revisions
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Note:Most objects that inherit class CBasePickup in Black Mesa have the following features:
Note:It is non-pickable if used 0 for all ammo values.
Bug:
Important:Does not disable physics and collision.
MyGamepedia (talk | contribs) (Created page with "{{distinguish|item_ammo_box}} right | 150px {{this is a|point entity|name=item_ammo_canister|game=Black Mesa}} It's a canister that stores ammunition, used for expeditions in the border world Xen, usually delivered in a supply pod, also often found near dead HEV scientists. Most inputs, outputs and properties are same as CBaseAnimating. Represented by class <code>CAmmoCanister</code>. {{note|M...") |
MyGamepedia (talk | contribs) (→Inputs) |
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{{TabsBar|main=Weaponbox}} | |||
{{distinguish|item_ammo_box}} | {{distinguish|item_ammo_box}} | ||
[[File: item_ammo_canister_bms.png | right | 150px]] | [[File: item_ammo_canister_bms.png | right | 150px]] | ||
{{this is a| | {{this is a|model entity|name=item_ammo_canister|game=Black Mesa}} It's a canister that stores ammunition, used for expeditions in the border world [[Xen]], usually delivered in a supply pod, also often found near [[Misc dead hev (Black Mesa)|dead HEV scientists]]. | ||
{{note|Most objects that inherit class {{code|CBasePickup}} in {{bms|1}} have the following features: | {{note|Most objects that inherit class {{code|CBasePickup}} in {{bms|1}} have the following features: | ||
* [[VPhysics]] objects | * They're [[VPhysics]] objects (disabled in multiplayer mode). | ||
* Respawn in multiplayer mode (''item_weapon_'' entities creating [[Env xen portal effect|xen portal effects]] as well). | * Respawn in multiplayer mode (''item_weapon_'' entities creating [[Env xen portal effect|xen portal effects]] as well). | ||
* No physics and collision in multiplayer. | * No physics and collision in multiplayer. | ||
* Model can be changed to your own via the parameter (which is not in the FGD by default, added in [https://github.com/MyGamepedia/Enhanced-Black-Mesa-FGD Enhanced Black Mesa FGD]). | * Model can be changed to your own via the parameter (which is not in the FGD by default, added in [https://github.com/MyGamepedia/Enhanced-Black-Mesa-FGD Enhanced Black Mesa FGD]). | ||
}} | }} | ||
{{note|It is non-pickable if used 0 for all ammo values.}} | |||
{{bug|hidetested=1| | {{bug|hidetested=1| | ||
* Doesn't collide with other {{code|CBasePickup}} and ''weapon_'' entities | * Doesn't collide with other {{code|CBasePickup}} and ''weapon_'' entities. | ||
* Doesn't hide {{ent|env_sprite}} with {{ent|NewLight_Point}} in multiplayer when picked up, because this entity still exists.} | * Doesn't hide {{ent|env_sprite}} with {{ent|NewLight_Point}} in multiplayer when picked up, because this entity still exists.} | ||
* Doesn't give a new weapon if the player didn't have it before ([[Grenade tripmine (Black Mesa)|tripmines]] for example). | * Doesn't give a new weapon if the player didn't have it before ([[Grenade tripmine (Black Mesa)|tripmines]] for example). | ||
}} | }} | ||
{{CDA|CAmmoCanister|CBasePickup|CBaseAnimating|CBaseEntity|}} | |||
==Keyvalues== | ==Keyvalues== | ||
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{{KV|AmmoSnark|intn=AmmoSnark|integer|The amount of [[item_weapon_snark|snarks]] to give.}} | {{KV|AmmoSnark|intn=AmmoSnark|integer|The amount of [[item_weapon_snark|snarks]] to give.}} | ||
{{KV|AmmoTripmine|intn=AmmoTripmine|integer|The amount of [[item_weapon_tripmine|tripmines]] to give.}} | {{KV|AmmoTripmine|intn=AmmoTripmine|integer|The amount of [[item_weapon_tripmine|tripmines]] to give.}} | ||
{{KV|AmmoFrag|intn=AmmoFrag|integer|The amount of [[ | {{KV|AmmoFrag|intn=AmmoFrag|integer|The amount of [[item_weapon_frag|frag grenades]] to give.}} | ||
==Outputs== | ==Outputs== | ||
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==Inputs== | ==Inputs== | ||
{{I|AttachTo|param=void|Attaches this entity to [[!activator]], the entity becomes impossible to pick up. It becomes invisible in first person mode | {{I|AttachTo|param=void|Attaches this entity to [[!activator]], the entity becomes impossible to pick up. It becomes invisible in first person mode.}} | ||
{{I|Respawn|param=void|Respawn this entity in multiplayer. Fired by this entity after the amount of time from ''Respawn Time'' property.}} | {{I|Respawn|param=void|Respawn this entity in multiplayer. Fired by this entity after the amount of time from ''Respawn Time'' property.}} | ||
{{I|Disable|param=void|Make this item invisible and disable the ability to be picked up by players. | {{I|Disable|param=void|Make this item invisible and disable the ability to be picked up by players. | ||
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}} | }} | ||
{{I|Enable|param=void|Make this item visible and enable the ability to be picked up by players.}} | {{I|Enable|param=void|Make this item visible and enable the ability to be picked up by players.}} | ||
{{I|Fall|param=void| | {{I|Fall|param=void|Deattaches this entity if was attached with ''AttachTo'' input, the entity will retain its position before applying this input and will remain stationary until something will hit it.}} | ||
==Flags== | ==Flags== | ||
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{{Fl|4|Hard Respawn|Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.}} | {{Fl|4|Hard Respawn|Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.}} | ||
{{Fl|8|Silent Pickup|Pick up this entity with no sound and [[HUD]] animation.}} | {{Fl|8|Silent Pickup|Pick up this entity with no sound and [[HUD]] animation.}} | ||
==Dedicated Console Variables== | |||
{{varcom|start}} | |||
{{varcom|cl_ammo_box_dlights|1|[[Bool]]|Enable/disable client side rendering for dynamic point deferred lighting from this entity. | |||
{{note|Doesn't affect the sprite.}} | |||
}} | |||
{{varcom|end}} |
Latest revision as of 23:41, 13 July 2025
Not to be confused with item_ammo_box.
item_ammo_canister
is a model entity available in Black Mesa. It's a canister that stores ammunition, used for expeditions in the border world Xen, usually delivered in a supply pod, also often found near dead HEV scientists.

- They're VPhysics objects (disabled in multiplayer mode).
- Respawn in multiplayer mode (item_weapon_ entities creating xen portal effects as well).
- No physics and collision in multiplayer.
- Model can be changed to your own via the parameter (which is not in the FGD by default, added in Enhanced Black Mesa FGD).


- Doesn't collide with other CBasePickup and weapon_ entities.
- Doesn't hide env_sprite with NewLight_Point in multiplayer when picked up, because this entity still exists.}
- Doesn't give a new weapon if the player didn't have it before (tripmines for example).
![]() |
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CAmmoCanister |
Keyvalues
- Respawn Time (respawntime) <float>
- Time waited between respawns in multiplayer mode.
- Model (model) <model path> !FGD
- Model to use for this entity.
- AmmoGlock (AmmoGlock) <integer>
- The amount of bullets for glock to give.
- AmmoMp5 (AmmoMp5) <integer>
- The amount of bullets for MP5 to give.
- Ammo357 (Ammo357) <integer>
- The amount of .357 Magnum caliber ammo to give.
- AmmoBolt (AmmoBolt) <integer>
- The amount of crossbow bolts to give.
- AmmoBuckshot (AmmoBuckshot) <integer>
- The amount of shotgun shotgun cartridge to give.
- AmmoMp5Grenade (AmmoMp5Grenade) <integer>
- The amount of MP5 barrel grenades to give.
- AmmoRPG (AmmoRPG) <integer>
- The amount of RPG rounds to give.
- AmmoFrag (AmmoFrag) <integer>
- The amount of frag grenades to give.
Outputs
- OnPlayerDenied <void>
- Fires if the player has not picked it up when touched.
- OnPlayerPickup <void>
- Fires if the player picked it up.
Inputs
- AttachTo <void>
- Attaches this entity to !activator, the entity becomes impossible to pick up. It becomes invisible in first person mode.
- Respawn <void>
- Respawn this entity in multiplayer. Fired by this entity after the amount of time from Respawn Time property.
- Disable <void>
- Make this item invisible and disable the ability to be picked up by players.

- Enable <void>
- Make this item visible and enable the ability to be picked up by players.
- Fall <void>
- Deattaches this entity if was attached with AttachTo input, the entity will retain its position before applying this input and will remain stationary until something will hit it.
Flags
- Start Asleep : [1]
- Motion Disabled : [2]
- Hard Respawn : [4]
- Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.
- Silent Pickup : [8]
- Pick up this entity with no sound and HUD animation.
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
cl_ammo_box_dlights | 1 | Bool | Enable/disable client side rendering for dynamic point deferred lighting from this entity.
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