item_suit

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Contents

Entity description

HEV Suit

The HEV suit (The Mark V Hazardous Environment Suit). An upgraded version of the Mark IV suit that Black Mesa employees were required to wear when handling anomalous materials (in Half-Life).

Image:Placementtip.gif Placement Tip: This entity should be placed at least one inch above the ground, or it will not be visible in-game.

Suit jingle

When Dr. Gordon Freeman enters his suit in Half-Life 2 a small tune starts playing. Here is how to set this up:

  • If you haven't already, create the item_suit entity.
  • Create an ambient_generic preferably somewhere near the suit.
  • Open its properties and name the entity. (This example will name it "SuitSong".)
  • Select a song for its Sound Name property. The song used in Half-Life 2 is called song_trainstation_05_suit (music/hl1_song11.mp3), but there is apparently also a tune called song23 (music/hl2_song23_suitsong3.mp3) that judging by its name looks like it was intended for the HEV suit.
  • Check the Play everywhere flag so that all its three flags are checked.
  • Click on the item_suit and create an output for OnPlayerTouch that fire's SuitSong's PlaySound.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
  • fademindist
<float> Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
  • fademaxdist
<float> Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
  • 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.

Flags

  • 1 : Short Logon
When checked, doesn't play the logon (hl1/fvox/bell.wav) sample. In Half-Life this flag was used to cut the HEV suits long logon speech, but Dr. Kleiner apparently replaced it with a simple bell sound while upgrading it.

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnPlayerTouch
Fires when the player touches this object. (activator is the player)
  • OnCacheInteraction
This output fires when the player proves they have 'found' this item. Fires on: Player Touch (whether or not player actually acquires the item), Picked up by +USE, Picked up by Physcannon, Punted by Physcannon.
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