Item dynamic resupply

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Entity Description

Gives player a load managed by one entity All Desired* keyvalues range from 0 to 1 and represent a ratio.

Keyvalues

<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

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

See Also