item_item_crate
Jump to navigation
Jump to search

Note:Other


![]() |
---|
CItem_ItemCrate |
![]() |
item_item_crate
is a model entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch. It's the standard supply crate that creates specified content when broken.
By default, it contains item_dynamic_resupply, an entity that spawns whatever item the player needs most (health, armor, ammo). By changing the crate's Item Type, you can make it drop specific items.
Keyvalues
Crate Contains (CrateType) <integer>- Deprecated.
Do not alter. Numbers other than 0 will cause the crate to spawn nothing after being broken. (If that's desired, try to use a prop_physics instead as it's not as memory-intensive.) - Item Type (ItemClass) <pointentityclass>
- Classname of the entity to spawn when the crate is broken. Default item_dynamic_resupply
- Item Count (ItemCount) <integer>
- Number of items to drop upon breakage.
Outputs
- OnCacheInteraction
- !activator = The player that broke this by jumping on it, grabbed it, picked it by gravity gun. If broken via throwing with gravity gun the activator is NULL. If broken by gravity gun M1 attack the activator is the player and output fires twice. If broken by throwing prop_physics on it or other physical entity then that entity is the activator. If broken by hitscan weapons the player is the activator. If broken by grenade, rockets, crossbow, combine energy ball the activator is the projectile which is probably NULL for the first three mentioned by the time output is processed[confirm]. If broken by Break input then its the activator of the input.
!caller = This entity, if broken then by the time the output is process it will be NULL[confirm]
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 gravity gun.
- Punted by gravity gun.

Keyvalues / Inputs / Outputs
are same as prop_physics.See also
- Crates for basic crates
- item_ammo_crate for the infinite-ammo bins
- info_radar_target for Episode Two radar blips
Categories:
- TODO rewrite lang to LanguageBar
- CBaseAnimating
- Model entities
- Half-Life 2 entities
- Half-Life 2 model entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One model entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two model entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch model entities
- Items