Updateitem2: Difference between revisions

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(Created page with '{{portal point|updateitem2}} It was added by the March 1, 2010 update. ==Entity Description== An Aperture Science Radio set to 85.2 FM. Plays an up-beat instrumental version of …')
 
m (Classifying as model entity)
 
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{{portal point|updateitem2}} It was added by the March 1, 2010 update.
{{CD|CPortal_Dinosaur|file1=portal_radio.cpp}}
{{ent not in fgd|nolink=1|because=it can only be configured through code}}
{{this is a|model entity|game=Portal|name=updateitem2}} It was added in the March 1, 2010 update. It is an Aperture Science Radio set to 85.2 FM. Plays an up-beat instrumental version of Still Alive until moved near an [[updateitem1]], where it will start to play a Morse Code or SSTV transmission. The entity is automatically placed and configured in code based on the map name, and does nothing if placed manually through Hammer.


==Entity Description==
== See also ==
An Aperture Science Radio set to 85.2 FM. Plays an up-beat instrumental version of Still Alive until moved to a certain part of the map, where it will start to play a Morse Code or SSTV transmission.
* {{ent|updateitem1}}
 
* {{ent|prop_physics}}
{{warning|These entities are added by some kind of Steam-related script. Spawning them from the console will crash the game.}}
{{todo|Does anyone know how this works ?}}
 
{{todo|What happens if they are added to a map with Hammer ?}}
 
==Keyvalues==
* {{KV BasePropPhysics}}
 
==Flags==
{{Fl BasePropPhysics}}
 
== Inputs ==
*'''Break'''
:Breaks the breakable completely. This will make the entity act like a normal [[func_breakable]]. If you wish to maintain the shattering behaviour/appearance, consider using the '''Shatter''' input below with a large radius value.
*'''SetHealth <integer>'''
:Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
*'''AddHealth <integer>'''
:Adds health to the breakable. If the breakable's health reaches zero it will break.
*'''RemoveHealth <integer>'''
:Removes health from the breakable. If the breakable's health reaches zero it will break.
*'''EnablePhyscannonPickup'''
:Makes the breakable able to picked up by the [[weapon_physcannon|physcannon]].
*'''DisablePhyscannonPickup'''
:Makes the breakable not able to picked up by the physcannon.
*'''Ignite'''
:Ignite the target entity.
* {{I DamageFilter}}
* {{I BasePropPhysics}}
* {{I Damage}}
 
== Outputs ==
* '''OnBreak'''
* '''OnHealthChanged'''
* '''OnIgnite'''
* '''OnPhysCannonDetach'''
* {{O BasePropPhysics}}
* '''OnPlayerPickup'''
: Player picked up radio.
 
== See Also ==
* [[prop_physics]]

Latest revision as of 04:35, 19 May 2025

C++ Class hierarchy
CPortal_Dinosaur
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ portal_radio.cpp
Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.

updateitem2 is a model entity available in Portal Portal. It was added in the March 1, 2010 update. It is an Aperture Science Radio set to 85.2 FM. Plays an up-beat instrumental version of Still Alive until moved near an updateitem1, where it will start to play a Morse Code or SSTV transmission. The entity is automatically placed and configured in code based on the map name, and does nothing if placed manually through Hammer.

See also