Grimwar/Entities/func resupply
Refill health, magazines, and reserve ammunition for living players.
Placement: Point.
Set it up
Place the locker where players can reach its interaction volume. Select Allowed Teams; None blocks every team. Start Disabled leaves the locker visible but unavailable. resupplied fires when a player is supplied. The runtime limits repeated resupply for each player to once every three seconds.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
allowed_teamsAllowed Teams |
Order, Union (6) |
Living players on these teams can refill health, magazines, and reserve ammo. None disables access for all teams. Choices: None (0), Spectate (1), Order (2), Union (4), All (7).
|
start_disabledStart Disabled |
false |
Start unavailable until an Enable or Toggle input is received. The locker remains visible. |
ignore_nav_meshIgnore Nav Mesh |
false |
Exclude this entity from navigation-mesh building. This does not disable its gameplay collision. |
VSig contract
Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See Read the reference for arguments, authority, and common controls.
| Kind | Member | Value | Authority / access |
|---|---|---|---|
| Input | disable |
none |
Server |
| Input | enable |
none |
Server |
| Input | kill |
none |
Server |
| Input | toggle |
none |
Server |
| Output | disabled |
none |
Server |
| Output | enabled |
none |
Server |
| Output | killed |
none |
Server |
| Output | resupplied |
string |
Server |
| Property | is_enabled |
bool |
Server; read only |
This entity supports operational enable/disable. Repeating the current state does not emit another transition. kill is permanent for this map load.