item_ammo_box
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Note:This entity, as well as most objects that inherit class CBasePickup in Black Mesa, have the following features:
Note:Gives fully reloaded weapon if it wasn't fully reloaded before. It takes some of the ammo, depending on how many you need to fully reload.
Bug:
Important:Does not disable physics and collision.

This entity is not in the FGD by default.
It should not be put directly in a map because you can use item_ammo_canister if you need a non-pickable canister.
It should not be put directly in a map because you can use item_ammo_canister if you need a non-pickable canister.
Not to be confused with item_ammo_canister.
item_ammo_box
is a model entity available in Black Mesa. It's a canister that dropped by a player when killed in multiplayer. It stores the weapon that the player held before death, as well as ammunition for it, in addition, all weapons from the 5th category are saved. You are not able to set up all the ammo values for this entity, because there are no required fields for this, all you can do with this entity on your level - use it as empty canister without glow sprite (the sprite is missing for it). The canister drop system can be toggled with game_mp_gamerules entity. You can't pick up this entity again, because it is removed after picking it up.

- Respawn in multiplayer mode (item_weapon_ entities creating xen portal effects as well).
- Model can be changed to your own via the parameter (which is not in the FGD by default, added in Enhanced Black Mesa FGD).


- Doesn't collide with other CBasePickup and weapon_ entities.
- Doesn't hide env_sprite with NewLight_Point in multiplayer when picked up, because this entity still exists.
- It gives wrong amount of ammunation for weapon that player was holding before death. Instead of giving the the previous value, it gives the current value + value from the max number of ammo for weapon's magazine. It works only for weapons with reload mechanic.
- Fully disabled physics after few seconds.
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CAmmoCanister |
Keyvalues
- Model (model) <model path>
- Model to use for this entity.
- Respawn Time (respawntime) <float>
- Time waited between respawns in multiplayer mode. Can work only with Hard Respawn.
Outputs
- OnPlayerDenied <void>
- Fires if the player has not picked it up when touched.
- OnPlayerPickup <void>
- Fires if the player picked it up.
Inputs
- AttachTo <void>
- Attaches this entity to !activator, the entity becomes impossible to pick up. It becomes invisible in first person mode.
- Respawn <void>
- Respawn this entity in multiplayer.
- Disable <void>
- Make this item invisible and disable the ability to be picked up by players.

- Enable <void>
- Make this item visible and enable the ability to be picked up by players.
- Fall <void>
- Doesn't seem to work.
Flags
- Start Asleep : [1]
- Motion Disabled : [2]
- Hard Respawn : [4]
- Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.
- Silent Pickup : [8]
- Pick up this entity with no sound and HUD animation.
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
cl_ammo_box_dlights | 1 | Bool | Enable/disable client side rendering for dynamic point deferred lighting from this entity. |
item_ammo_box_lifetime | 30 | Float | The amount of time the box will exist before being deleted. |