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 …')
 
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{{todo|Does anyone know how this works ?}}
{{todo|Does anyone know how this works ?}}


{{todo|What happens if they are added to a map with Hammer ?}}
They seem to appear normally when added to a map in hammer, however they will not play anything and therefore an ambient_generic must be set up as well.
{{todo|Is this actually the case with this entity?}}


==Keyvalues==
==Keyvalues==

Revision as of 04:28, 22 September 2017

Template:Portal point 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 Still Alive until moved to a certain part of the map, where it will start to play a Morse Code or SSTV transmission.

Warning.pngWarning: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 ?

They seem to appear normally when added to a map in hammer, however they will not play anything and therefore an ambient_generic must be set up as well.

Todo: Is this actually the case with this entity?

Keyvalues

  • Note.pngNote:Page left for viewable history, content moved to prop_physics

Flags

Note.pngNote:Page left for viewable history, content moved to prop_physics

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 physcannon.
  • DisablePhyscannonPickup
Makes the breakable not able to picked up by the physcannon.
  • Ignite
Ignite the target entity.
  • DamageFilter:
SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
  • Note.pngNote:Page left for viewable history, content moved to prop_physics
EnableDamageForces  (in all games since Half-Life 2: Episode Two)
Todo: What is this?
DisableDamageForces  (in all games since Half-Life 2: Episode Two)
Todo: What is this?

Outputs

  • OnBreak
  • OnHealthChanged
  • OnIgnite
  • OnPhysCannonDetach
  • Note.pngNote:Page left for viewable history, content moved to prop_physics
  • OnPlayerPickup
Player picked up radio.

See Also