Item item crate: Difference between revisions
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Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
(Added brief description of item_dynamic_resupply) |
m (a very intelligent individual added those last two outputs i assume) |
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{{DISPLAYTITLE:item_item_crate}} | {{DISPLAYTITLE:item_item_crate}} | ||
[[Image:Item_item_crate.jpg|thumb|250px|right|An item_item_crate.]] | [[Image:Item_item_crate.jpg|thumb|250px|right|An item_item_crate.]] | ||
{{hl2 point|item_item_crate}} | {{hl2 point|item_item_crate}} It's the standard supply crate that creates specified content when broken. | ||
By default, it contains [[item_dynamic_resupply]], an entity that spawns whatever item the player needs most (health, armor, ammo). By changing the crate's ItemClass, you can make it drop specific items. | By default, it contains [[item_dynamic_resupply]], an entity that spawns whatever item the player needs most (health, armor, ammo). By changing the crate's ItemClass, you can make it drop specific items. | ||
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{{O BasePropPhysics}} | {{O BasePropPhysics}} | ||
{{ | {{IO|OnBreak|Fires when broken.|param=float}} | ||
{{ | {{IO|OnHealthChanged|Fires when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1].|param=float}} | ||
==See also== | ==See also== |
Revision as of 13:57, 14 June 2018
Template:Hl2 point It's the standard supply crate that creates specified content when broken.
By default, it contains item_dynamic_resupply, an entity that spawns whatever item the player needs most (health, armor, ammo). By changing the crate's ItemClass, you can make it drop specific items.
Keyvalues

- ItemClass ([todo internal name (i)]) <pointentityclass>
- Class name of the entity to spawn when the crate is broken. Suggested point entity: item_dynamic_resupply
Flags

Inputs

DamageFilter:
- SetDamageFilter <string >
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
- Break
- Breaks the breakable.
- SetHealth <integer >
- Sets a new value for health. If the breakable's health reaches zero it will break. Use Break input instead of 0.
- 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.
Outputs

- OnBreak <float >
- Fires when broken.
- OnHealthChanged <float >
- Fires when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1].
See also
- Crates for basic crates
- item_ammo_crate for the infinite-ammo bins