Item ammo ar2 altfire: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(update)
(code class)
Line 2: Line 2:
[[File:item_ammo_ar2_altfire.PNG|thumb|100px|right|An Overwatch pulse rifle grenade.]]
[[File:item_ammo_ar2_altfire.PNG|thumb|100px|right|An Overwatch pulse rifle grenade.]]
{{hl2 point|item_ammo_ar2_altfire}} This entity provides secondary ammunition for the [[weapon_ar2|Overwatch pulse rifle]]. Secondary fire will shoot an orb ({{ent|prop_combine_ball}}) capable of vaporizing enemy NPCs, but not allies. It will always provide merely a single shot regardless of the current difficulty setting.
{{hl2 point|item_ammo_ar2_altfire}} This entity provides secondary ammunition for the [[weapon_ar2|Overwatch pulse rifle]]. Secondary fire will shoot an orb ({{ent|prop_combine_ball}}) capable of vaporizing enemy NPCs, but not allies. It will always provide merely a single shot regardless of the current difficulty setting.
{{code class|CItem_AR2AltFireRound|item_ammo.cpp}}


{{KVIO ItemHL2}}
{{KVIO ItemHL2}}

Revision as of 03:02, 11 September 2018

English (en)Translate (Translate)
An Overwatch pulse rifle grenade.

Template:Hl2 point This entity provides secondary ammunition for the Overwatch pulse rifle. Secondary fire will shoot an orb (prop_combine_ball) capable of vaporizing enemy NPCs, but not allies. It will always provide merely a single shot regardless of the current difficulty setting.

C++ In code, it is represented by theCItem_AR2AltFireRoundclass, 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.