Item ammo crossbow: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(description, picture update)
(updates)
Line 1: Line 1:
[[Image:item_ammo_crossbow.PNG|thumb|280px|right]]
{{lang|Item ammo crossbow}}
{{hl2 point|item_ammo_crossbow}}
[[File:item_ammo_crossbow.PNG|thumb|280px|right]]
 
{{hl2 point|item_ammo_crossbow}} It's a bundle of bolts that will provide ammunition for the {{ent|weapon_crossbow}}.
==Entity description==
A bundle of bolts that will provide ammunition for the [[weapon_crossbow|weapon_crossbow]].


Despite the appearance of its model, the amount of ammo the bundle will provide depends on the current difficulty setting:
Despite the appearance of its model, the amount of ammo the bundle will provide depends on the current difficulty setting:
{{skill|7|6|3}}


* At the "Easy" (<code>skill 1</code>) setting the bundle will provide 7 bolts.
{{code class|CItem_BoxXBowRounds|item_ammo.cpp}}
* At the "Normal" (<code>skill 2</code>) setting the bundle will provide 6 bolts.
* At the "Hard" (<code>skill 3</code>) setting the bundle will provide 3 bolts.
 
==Keyvalues==
{{KV Item}}
 
==Inputs==
{{I Item}}
 
==Outputs==
{{O Item}}


[[Category:Items]]
{{KVIO ItemHL2}}

Revision as of 03:24, 11 September 2018

English (en)Translate (Translate)
Item ammo crossbow.PNG

Template:Hl2 point It's a bundle of bolts that will provide ammunition for the weapon_crossbow.

Despite the appearance of its model, the amount of ammo the bundle will provide depends on the current difficulty setting:

  • Easy: 7
  • Normal: 6
  • Hard: 3
C++ In code, it is represented by theCItem_BoxXBowRoundsclass, defined in theitem_ammo.cppfile.

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.