Ammunition: Difference between revisions
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Ammunition, or ammo, is what supplies most weapons. | Ammunition, or ammo, is what supplies most weapons. Ammo in most bullet-based weapons is stored in a magazine (widely referred to as a clip); "reloading" is swapping the current magazine for a full one. | ||
==Ammunition entities== | ==Ammunition entities== | ||
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* [[item_box_buckshot]] - Shells for the [[weapon_shotgun|shotgun]] | * [[item_box_buckshot]] - Shells for the [[weapon_shotgun|shotgun]] | ||
* [[item_rpg_round]] - Rocket for the [[weapon_rpg|RPG]] | * [[item_rpg_round]] - Rocket for the [[weapon_rpg|RPG]] | ||
==Ammunition coding== | |||
* [[AmmoDef]] - defines types of [[hitscan]] ammunition | |||
* [[Changing clip sizes]] - How to change the amount of ammo per magazine | |||
* [[Changing max ammo in HL2]] - How to change the maximum ammo the player can carry | |||
* [[Magazine style reloads]] - How to implement a tactical-shooter style reload system where the player loses any ammo left in the magazine when reloading |
Revision as of 02:38, 1 March 2011
Ammunition, or ammo, is what supplies most weapons. Ammo in most bullet-based weapons is stored in a magazine (widely referred to as a clip); "reloading" is swapping the current magazine for a full one.
Ammunition entities
- item_ammo_357 - Bullets for the .357 Revolver
- item_ammo_357_large
- item_ammo_ar2 - Bullets for the Combine AR2
- item_ammo_ar2_large
- item_ammo_crate - Crate containing an unlimited supply of the specified ammunition
- item_ammo_crossbow - Rebar for the Crossbow
- item_ammo_pistol - Bullets for the pistol
- item_ammo_pistol_large
- item_ammo_smg1 - Bullets for the SMG
- item_ammo_smg1_large
- item_ammo_smg1_grenade - Grenades for the SMG's secondary fire mode
- item_box_buckshot - Shells for the shotgun
- item_rpg_round - Rocket for the RPG
Ammunition coding
- AmmoDef - defines types of hitscan ammunition
- Changing clip sizes - How to change the amount of ammo per magazine
- Changing max ammo in HL2 - How to change the maximum ammo the player can carry
- Magazine style reloads - How to implement a tactical-shooter style reload system where the player loses any ammo left in the magazine when reloading