item_dynamic_resupply

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

Entity description

This entity spawns an item that the player currently needs most (health, armor or ammo) and then removes itself. It is typically used in conjunction with item_item_crate, but it can also be found in the newgame_spawn / newgame_spawn_citadel prefabs, where several are used to give the player an ideal starting loadout for a map.

Its "Desired" keyvalues represent how much of each item the player should have in an ideal scenario. They are a ratio from 0 to 1. For example, if the Desired Armor is set to 0.3, that means we want the player to have 30% armor.

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

Item:

Desired Health <float>
Attempt to fill the player up to this percentage of his max health.
Desired Armor <float>
Attempt to fill the player up to this percentage of his max armor.
Desired Ammo Pistol <float>
Attempt to fill the player up to this percentage of his max ammo carrying capacity.
Desired Ammo SMG1 <float>
Attempt to fill the player up to this percentage of his max ammo carrying capacity.
Desired Ammo SMG1_Grenade <float>
Attempt to fill the player up to this percentage of his max ammo carrying capacity.
Desired Ammo AR2 <float>
Attempt to fill the player up to this percentage of his max ammo carrying capacity.
Desired Ammo Buckshot <float>
Attempt to fill the player up to this percentage of his max ammo carrying capacity.
Desired Ammo RPG_Round <float>
Attempt to fill the player up to this percentage of his max ammo carrying capacity.
Desired Ammo Grenade <float>
Attempt to fill the player up to this percentage of his max ammo carrying capacity.
Desired Ammo 357 <float>
Attempt to fill the player up to this percentage of his max ammo carrying capacity.
Desired Ammo Crossbow <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
  • 8 : Fallback to Health Vial

Inputs

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.

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