Item dynamic resupply
Entity Description
Gives player a load managed by one entity All Desired* keyvalues range from 0 to 1 and represent a ratio.
Each entity can only spawn one item of the appropriate type to achieve the desired player inventory values. Also, the entity will not spawn an item if the player is already at or above the desired values, or if other existing items in the vicinity can help the player achieve those values.
When the player enters the PVS of this entity, it will determine the item most needed by the player, spawn one of those items, and remove itself. To determine which item the player most needs, it calculates which of the Desired Health/Armor/Ammo ratios the player is farthest from.
If the player is above all the desired levels, then no item will be spawned, unless this item_dynamic_resupply was created by an item_item_crate. In that case, a random piece of ammo used by a weapon, that the player has, will be spawned. If the 'Fallback to Health Vial' spawnflag is set, a health vial will be spawned instead of the ammo.
By default, the item_dynamic_resupply uses the values inside the Master resupply, instead of using it's own values. This makes it easy to tweak the desired loadout of many resupplies. The BecomeMaster input allows you to switch Masters dynamically as the level progresses.
Keyvalues
- Template:Kv item
- DesiredHealth
- <float> Attempt to fill the player up to this percentage of his max health.
- DesiredArmor
- <float> Attempt to fill the player up to this percentage of his max armor.
- DesiredAmmoPistol
- <float> Attempt to fill the player up to this percentage of his max ammo carrying capacity.
- DesiredAmmoSMG1
- <float> Attempt to fill the player up to this percentage of his max ammo carrying capacity.
- DesiredAmmoSMG1_Grenade
- <float> Attempt to fill the player up to this percentage of his max ammo carrying capacity.
- DesiredAmmoAR2
- <float> Attempt to fill the player up to this percentage of his max ammo carrying capacity.
- DesiredAmmoBuckshot
- <float> Attempt to fill the player up to this percentage of his max ammo carrying capacity.
- DesiredAmmoRPG_Round
- <float> Attempt to fill the player up to this percentage of his max ammo carrying capacity.
- DesiredAmmoGrenade
- <float> Attempt to fill the player up to this percentage of his max ammo carrying capacity.
- DesiredAmmo357
- <float> Attempt to fill the player up to this percentage of his max ammo carrying capacity.
- DesiredAmmoCrossbow
- <float> Attempt to fill the player up to this percentage of his max ammo carrying capacity.
Flags
- 1 : Use Master's values
- 2 : Is Master
Inputs
- Template:I item
- CalculateType
- Force the dynamic resupply to calculate which item it should spawn.
- BecomeMaster
- Make this resupply the master resupply. All other resupplies set to Use Master's Values will now use this resupply's values.