Ship container

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Contents

Entity Description

Animated container entity

Keyvalues

Collisions <choices>
How entities should collide with this prop.
Default Animation <string>
The animation this prop will play when not doing a random or forced animation.
Randomly Animate <bool>
Makes the prop randomly select and play animations at intervals defined by the 'Min/Max Random Anim Time' KVs. In between the random animations, it will revert to playing 'Default Animation'.
Min Random Anim Time <float>
Max Random Anim Time <float>
The range of intervals between random animations.
Body Group <int>
The active $bodygroup.
Lighting Origin <targetname>
Select a path_corner entity (yes, really, even though it's only in HL2's FGD) from which to sample lighting instead of the entity's origin.

Studiomodel:

World Model <string>
The model this entity should appear as. 128-character limit.
Skin <int>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

BaseFadeProp:

Start Fade Dist <float>
End Fade Dist <float>
Distances at which the prop start and finish fading.
  • If start fade is <0, the prop will disappear instantly when end fade is hit.
  • If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
The values will scale appropriately if the prop is in a 3D Skybox.
Fade Scale <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.

BreakableProp:

Pressure Delay <float>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.

Breakable:

Explosion Damage <float>
Explosion Radius <float>
If both values are non-zero, when the entity breaks it will create an explosion causing the specified amount of damage over the specified radius.
Performance Mode <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
  • Normal
  • Limit Gibs
  • Full Gibs on All Platforms

DamageFilter:

Damage Filter <targetname>
Name of the filter_damage_type that controls what damages this entity.

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

Targetname:

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

Global:

Global Entity Name <string>
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 global names matching entities in the previous map will have the previous map's state copied over to them.

RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.

DXLevelChoice:

Minimum DX Level <choices>
Maximum DX Level <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Don't use this with anything that will break saved games should a player switch dxlevel!
  • Default (no bounding)
  • DX7
  • DX8
  • DX8.1
  • DX9 SM2
  • DX9 SM3

Angles:

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

Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.

Targetname:

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

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Global:

Global Entity Name <string>
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 global names matching entities in the previous map will have the previous map's state copied over to them.
  • EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).
  • solid
<choices> Collisions
Literal value Description
0 Not Solid
2 Use Bounding Box
6 Use VPhysics
  • Capacity
<integer> Container Capacity
  • Description
<choices> Inventory Menu Title
Literal Value Description
0 Wardrobe
1 Drawer
2 Bookcase
3 Chest
4 Cabinet
5 Box
6 Car Boot
7 Ration Pack
8 Doctor's Bag
9 Magazine Rack
10 Bookcase
11 Book Shelf
12 Locker
13 Toolbox
14 Dresser
15 Bin
16 Knife Rack
17 Pan Rack
18 Deck Storage
19 Medical Cabinet
20 Trolley
21 Gun Cabinet
22 Filing Cabinet
23 Wooden Box
24 Cardboard Box
25 Pool Cue Rack
26 Desk
27 Medical Bin
28 Bedside Cabinet
29 Golf Bag
30 Suitcase
31 Trunk
  • SpawnDestName
<string> Container's ship_item_spawner
  • soundopenoverride
<sound> Open Sound Override
  • soundcloseoverride
<sound> Close Sound Override

Flags

  • Break on Touch
  • Break on Pressure
  • 64 : Use Hitboxes for Renderbox

Inputs

  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • Studiomodel:

Skin <int>
Changes the model's skin to the specified number.
SetBodyGroup <int>
Set the model's body group.
EnableShadow
DisableShadow
Control the model's cheap render-to-texture shadow.
AlternativeSorting <bool>
Used to attempt to fix sorting problems when rendering. To do: What is the effect?
  • EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • SetAnimation <string>
Force the prop to play an animation. The parameter should be the name of the animation.
  • SetDefaultAnimation <string>
Set the default animation (DefaultAnim) to the one specified in the parameter."
  • SetBodyGroup <integer>
Set the visible bodygroup, by index.
  • TurnOn
Make the prop visible.
  • TurnOff
Make the prop invisible.

Outputs

  • Studiomodel:

OnIgnite
Fired when the entity catches fire.
  • OnAnimationBegun
Fired whenever a new animation has begun playing.
  • OnAnimationDone
Fired whenever an animation is complete.
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