Item ammo crossbow: Difference between revisions

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[[File: Item_ammo_crossbow.PNG | right | 300px]]
[[File: Item_ammo_crossbow.PNG | right | 300px]]


{{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_crossbow}} It's a bundle of bolts that will provide ammunition for the {{ent|weapon_crossbow}}.
{{this is a|model 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_crossbow}} It's a bundle of bolts that will provide ammunition for the {{ent|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:

Revision as of 04:31, 19 May 2025

Source Engine ( General | Half-Life: Source | Black Mesa )
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C++ Class hierarchy
CItem_BoxXBowRounds
CItem
CBaseAnimating
CBaseEntity
C++ item_ammo.cpp
Item ammo crossbow.PNG

item_ammo_crossbow is a model 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 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


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.

See Also