Item ammo ar2 large: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
Line 2: Line 2:
[[File: item_ammo_ar2.png | right | 300px]]
[[File: item_ammo_ar2.png | right | 300px]]


{{This is a|e0|series=Half-Life 2|name=item_ammo_ar2_large}} It's a ''large'' magazine of pulse ammo for the [[weapon_ar2|Overwatch pulse rifle]], providing 60 pulses regardless of the current difficulty setting.
{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=item_ammo_ar2_large}} It's a ''large'' magazine of pulse ammo for the [[weapon_ar2|Overwatch pulse rifle]], providing 60 pulses regardless of the current difficulty setting.
{{note | The <code>item_ammo_ar2_large</code> looks exactly identical to the [[item_ammo_ar2]] entity.}}
{{note | The <code>item_ammo_ar2_large</code> looks exactly identical to the [[item_ammo_ar2]] entity.}}



Revision as of 16:33, 17 May 2024

English (en)Translate (Translate)
Item ammo ar2.png

item_ammo_ar2_large is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch. It's a large magazine of pulse ammo for the Overwatch pulse rifle, providing 60 pulses regardless of the current difficulty setting.

Note.pngNote: The item_ammo_ar2_large looks exactly identical to the item_ammo_ar2 entity.
C++ In code, it is represented by theCItem_LargeBoxLRoundsclass, 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.