Item ammo pistol large: Difference between revisions

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[[File: item_ammo_pistol.png | right | 300px]]
[[File: item_ammo_pistol.png | right | 300px]]


{{hl2 point|item_ammo_pistol_large}} It's a ''large'' box of 9mm ammunition for the [[weapon_pistol|semi-automatic pistol]], containing five times as much ammo as an {{ent|item_ammo_pistol}} would.
{{this is a|name=item_ammo_pistol_large|e0|series=Half-Life 2}} It's a ''large'' box of 9mm ammunition for the [[weapon_pistol|semi-automatic pistol]], containing five times as much ammo as an {{ent|item_ammo_pistol}} would.


The amount of ammo the box will contain depends on the current difficulty setting:
The amount of ammo the box will contain depends on the current difficulty setting:

Revision as of 11:56, 21 September 2023

Item ammo pistol.png

item_ammo_pistol_large is an e0 available in Half-Life 2 series Half-Life 2 series. It's a large box of 9mm ammunition for the semi-automatic pistol, containing five times as much ammo as an item_ammo_pistol would.

The amount of ammo the box will contain depends on the current difficulty setting:

  • Easy: 120
  • Normal: 100
  • Hard: 60
Icon-Bug.pngBug:When placing the entity, the Hammer model preview cannot find a model due to the model used not having been updated, instead displaying the large red "ERROR" model. This issue is in Hammer-only and the entity works fine in the game. You can fix this by editing the studiomodel for the entity in the FGD.  [todo tested in ?]
Note.pngNote: The item_ammo_pistol_large looks exactly identical in-game to the item_ammo_pistol entity
C++ In code, it is represented by theCItem_LargeBoxSRoundsclass, 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.