Item item crate: Difference between revisions

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m (a very intelligent individual added those last two outputs i assume)
m (I added info_radar_target to the "See also" section. Spent some time looking for how to add radar blips until I decompiled an Ep2 map and saw it.)
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* [[Crates]] for basic crates
* [[Crates]] for basic crates
* [[item_ammo_crate]] for the infinite-ammo bins
* [[item_ammo_crate]] for the infinite-ammo bins
* [[info_radar_target]] for [[Half-Life 2: Episode Two|Episode Two]] radar blips


[[Category:Items]]
[[Category:Items]]

Revision as of 05:49, 19 June 2018

An item_item_crate.

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

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CrateType ([todo internal name (i)]) <integer>
Deprecated.


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


ItemCount ([todo internal name (i)]) <integer>
Number of items to emit upon breakage.

Flags

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Inputs

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DamageFilter:

SetDamageFilter <stringRedirectInput/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 <integerRedirectInput/integer>
Sets a new value for health. If the breakable's health reaches zero it will break. Use Break input instead of 0.


AddHealth <integerRedirectInput/integer>
Adds health to the breakable. If the breakable's health reaches zero it will break.


RemoveHealth <integerRedirectInput/integer>
Removes health from the breakable. If the breakable's health reaches zero it will break.

Outputs

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OnBreak <floatRedirectInput/float>
Fires when broken.


OnHealthChanged <floatRedirectInput/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