Ship container
From Valve Developer Community
Contents |
Entity Description
Animated container entity
Keyvalues
- Collisions
<choices> - How entities should collide with this prop.
- Not solid
- Bounding box
- VPhysics
- 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.
