Ship container
From Valve Developer Community
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Entity Description
Animated container entity
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities).
- fademindist
- <float> Start Fade Dist/Pixels - Distance at which the prop starts to fade. (-1 = Use fademaxdist.)
Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
- fademaxdist
- <float> End Fade Dist/Pixels - Max fade distance at which the prop is visible. (0 = Don't fade out.)
Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
- fadescale
- <float> Fade Scale - If you specify a fade in the worldspawn, or if the engine is running under dx7, 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. 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.
- DefaultAnim
- <string> The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation.
- RandomAnimation
- <choices> Randomly Animate.
Literal value Description 0 No 1 Yes
- MinAnimTime
- <float> Minimum time between random animations.
- MaxAnimTime
- <float> Maximum time between random animations.
- model
- <studio> World Model (Maximum string length: 128)
- skin
- <integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
- disableshadows
- <boolean> Used to disable dynamic shadow casting from this entity.
- SetBodyGroup
- <integer> Initial Bodygroup Setting
- damagefilter <target_destination>
- Name of the filter_damage_type entity that controls which entities can damage us.
- ExplodeDamage <float>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'.
- ExplodeRadius <float>
- If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'.
- PerformanceMode <choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Literal Value Description 0 Normal 1 Limit Gibs 2 Full Gibs on All Platforms
- pressuredelay <float>
- Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
- mindxlevel
- <choices> Minimum DX Level
Literal Value Description 0 default (lowest) 70 dx7
- maxdxlevel
- <choices> Maximum DX Level
Literal Value Description 0 default (lowest) 60 dx6
- parentname <target_destination>
- Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
- globalname
- <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 globalnames matching entities in the previous map will have the previous map's state copied over their state.
- StartDisabled
- <boolean>
- 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
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Flags
- 16 : Break on Touch
- 32 : Break on Pressure
- 64 : Use Hitboxes for Renderbox
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Inputs
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <string> [Episode One Update]
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
- Removes this entity from its current movement hierarchy.
- Skin <integer>
- Changes the model skin to the specified number.
- SetBodyGroup <integer>
- Set this prop's body group (from 0 - n). Changes the model body to the specified number.
- DisableShadow
- Turn shadow off.
- EnableShadow
- Turn shadow on.
- AlternativeSorting <bool> [Episode One Update]
- Used to attempt to fix sorting problems when rendering. True activates, false deactivates
- Enable
- Enable this entity.
- Disable
- Disable this entity.
- 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.
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Outputs
- OnIgnite
- Fired when this object catches fire.
- OnAnimationBegun
- Fired whenever a new animation has begun playing.
- OnAnimationDone
- Fired whenever an animation is complete.
