Ammo locker

The Ammo Locker is a simple ammunition-supply-entity which is just like the resupply locker in TF2.

Usually the Ammo Locker Entity is used at a map-primitive. The visual locker itself is then set as prop_dynamic and controlled via its Inputs.

Keyvalues

 * Name: The name that other entities refer to this entity by.
 * Parent: The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
 * Origin (X Y Z): The position of this entity's center in the world. Rotating entities typically rotate around their origin.
 * Start Disabled: If set to "Yes" the entity has to be activated (by another entity) before it can be used.
 * Global Entity Name: Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
 * Filter Name:

Outputs

 * OnEndTouch: Triggered when a player loses contact to the entity / leaves the entity.
 * OnEndTouchAll: Triggered when the last player loses contact to the entity.
 * OnStartTouch: Triggered when a player gets in contact with the entity/enters the entity.
 * OnUser1: -
 * OnUser1: -
 * OnUser2: -
 * OnUser2: -
 * OnUser3: -
 * OnUser3: -
 * OnUser4: -
 * OnUser5: -

Inputs

 * AddOutput: -
 * ClearParent: Nullifies the parent-keyvalue.
 * Disable: Disables the entity.
 * Enable: Enables the entity.
 * FireUser1: -
 * FireUser2: -
 * FireUser3: -
 * FireUser4: -
 * Kill: Deletes the entity
 * KillHirarchy: Deletes the entity and all of its children
 * SetParent: sets the parent-keyvalue
 * SetParentAttachment: sets the parent-keyvalue of the entity, with the name given via parameter to the same value as the Input-entity
 * SetParentAttachmentMaintainOffset: -
 * Toggle: If the entity is enabled, it will be disabled and vise versa.