Item ammo canister: Difference between revisions
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Note:Most objects that inherit class
Note:It is non-pickable if used 0 for all ammo values.
Bug:
Tip:Use this parameters for NewLight_Point to recreate the dynamic light effect for fake/non-pickable canisters or for multiplayer mode:
Important:Does not disable physics and collision.
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{{note|It is non-pickable if used 0 for all ammo values.}} | {{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 | * Doesn't hide {{ent|env_sprite}} in multiplayer when picked up. | ||
* 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). | ||
}} | |||
{{tip|Use this parameters for {{ent|NewLight_Point}} to recreate the dynamic light effect for fake/non-pickable canisters or for multiplayer mode: | |||
* Light color '''(lightcolor)''' "255 150 0 255" | |||
* Appearance '''(style)''' "Flicker A" | |||
* Light Intensity '''(Intensity)''' "32" | |||
* Specular Multiplier '''(SpecMultiplier)''' "0" | |||
* Light Type '''(lighttype)''' "2" | |||
* Range '''(range)''' "100" | |||
}} | }} | ||
Latest revision as of 02:49, 4 November 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.
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).
- Doesn't collide with other
CBasePickupand weapon_ entities - Doesn't hide env_sprite in multiplayer when picked up.
- Doesn't give a new weapon if the player didn't have it before (tripmines for example).
- Light color (lightcolor) "255 150 0 255"
- Appearance (style) "Flicker A"
- Light Intensity (Intensity) "32"
- Specular Multiplier (SpecMultiplier) "0"
- Light Type (lighttype) "2"
- Range (range) "100"
| 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.
|