item_hlvr_clip_generic_pistol_multiple
Jump to navigation
Jump to search
item_hlvr_clip_generic_pistol_multiple
is a point entity available in Half-Life: Alyx.
Entity description
Four ammo clips for generic.
Keyvalues
- Ammo per clip (ammo_per_clip) ([todo internal name (i)]) <integer>
- Model (model) ([todo internal name (i)]) <resource:model>
- Glow effect (glow_effect) ([todo internal name (i)]) <particlesystem>
HLVRAmmo:
- ammobalancing_removable ([todo internal name (i)]) <choices>
- Removal Allowed for Ammo Balancing
Value Description 0
No 1
Yes
Tip:See Ammo Balancing in Half-Life : Alyx for more information
BaseItemPhysics:
- Start Fade Dist/Pixels (fademindist) <float>
- Distance at which the prop starts to fade. If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade. For less than 0, use fademaxdist.
- End Fade Dist/Pixels (fademaxdist) <float>
- Maximum distance at which the prop is visible. If 'Screen Space Fade' is selected, this represents the minimum number of pixels wide covered by the prop when it fades. 0 for don't fade out.
- Fade Scale (fadescale) <float>
- If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
- interactAs ([todo internal name (i)]) <string>
- Comma-separated list of interaction layers.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since )
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since )
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
|
Targetname:
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Entity Scripts (vscripts) <scriptlist> (in all games since )
- 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.
Flags
BaseItemPhysics:
- 1 : Start Asleep
- 8 : Motion Disabled
Inputs
VScript:
- CallPrivateScriptFunction <string>
- Calls a script function from this entity's private script scope.
- CallGlobalScriptFunction <string>
- Calls a script function in the global script scope.
Outputs
BaseItemPhysics:
- OnPlayerPickup
- Fires when the player picks up this object
- OnPhysGunDrop
- Dropped by the player or physgun
- OnGlovePulled
- Pulled by the gravity gloves