Item ammo canister: Difference between revisions

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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|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 [[Misc dead hev (Black Mesa)|dead HEV scientists]]. Most inputs, outputs and properties are same as [[CBaseAnimating]].
{{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]].


Represented by class <code>CAmmoCanister</code>.
{{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:
* They're [[VPhysics]] objects (disabled in multiplayer mode).
* They're [[VPhysics]] objects (disabled in multiplayer mode).
Line 10: Line 10:
* 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 {{not|{{bms12}}}}.
* 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 [[item_weapon_fag|frag grenades]] to give.}}
{{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, but only in [[Steam]] versions of the game only.}}
{{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|Doesn't seem to work.}}
{{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

Source Engine ( Half-Life: Source | Black Mesa )
edit
Not to be confused with item_ammo_box.
Item ammo canister bms.png

item_ammo_canister is a model entity available in Black Mesa 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.

Note.pngNote:Most objects that inherit class CBasePickup in Black Mesa have the following features:
  • 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).
Note.pngNote:It is non-pickable if used 0 for all ammo values.
Icon-Bug.pngBug:
  • 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).
C++ Class hierarchy
CAmmoCanister
CBasePickup
CBaseAnimating
CBaseEntity

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.
AmmoEnergy (AmmoEnergy) <integer>
The amount of uranium to give.
AmmoMp5Grenade (AmmoMp5Grenade) <integer>
The amount of MP5 barrel grenades to give.
AmmoRPG (AmmoRPG) <integer>
The amount of RPG rounds to give.
AmmoSatchel (AmmoSatchel) <integer>
The amount of satchels to give.
AmmoSnark (AmmoSnark) <integer>
The amount of snarks to give.
AmmoTripmine (AmmoTripmine) <integer>
The amount of tripmines 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.
Icon-Important.pngImportant:Does not disable physics and collision.
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.
Note.pngNote:Doesn't affect the sprite.