item_ammo_crate

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Revision as of 19:35, 2 September 2018 by Maki (talk | contribs) (This entity can be parented.)

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An item_ammo_crate, containing SMG1 ammo.

<Half-Life 2> item_ammo_crate is a point entity available in the Half-Life 2 series.

Entity description

This entity places a large crate contains an unlimited supply of a certain type of ammo (specified by AmmoType). The player can open it as many times as desired, by pressing the +use key, and max out this type of ammo.

Placementtip.gif Placement Tip:
  • This entity should not be placed in areas with many opponents, since this crate provides the player with a big advantage against any opponents in the area.
  • This entity can be parented, despite the field being absent from the FGD. Manually add the parentname keyvalue by disabling SmartEdit.

Keyvalues

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
AmmoType <choices>
Decides wich ammo will be inside the crate.
Literal Value Ammunition Functions
0 item_ammo_pistol No [Yes (Episode 2)]
1 item_ammo_smg1 Yes
2 item_ammo_ar2 Yes
3 item_rpg_round Yes
4 item_box_buckshot No [Yes (Episode 2)]
5 weapon_frag Yes
6 item_ammo_357 No
7 item_ammo_crossbow No
8 item_ammo_ar2_altfire Yes
9 item_ammo_smg1_grenade No [Yes (Episode 2)]]]
Warning: Some crate models are missing, so only about half of these settings will work. If the game can't find the model for the AmmoType, the model will instead be replaced by a glowing red model saying "ERROR", and the crate will not work.

Inputs

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

Outputs

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.
OnUsed
Fires when +used by the player (activator is the player).

See also