Item item crate: Difference between revisions

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[[Image:Item_item_crate.jpg|thumb|250px|right|An item_item_crate.]]
{{lang|Item item crate}}
[[File:Item_item_crate.jpg|thumb|250px|right|An <code>item_item_crate</code>.]]
{{hl2 point|item_item_crate}} It's the standard supply crate that creates specified content when broken.
{{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 {{ent|item_dynamic_resupply}}, an entity that spawns whatever item the player needs most (health, armor, ammo).  By changing the crate's '''Item Type''', you can make it drop specific items.


==Keyvalues==
{{code class|CItem_ItemCrate|item_itemcrate.cpp}} (This is ''not'' a {{ent|CItem}} however.)
{{KV BasePropPhysics}}
{{KV|CrateType|int|Deprecated.}}
 
{{KV|ItemClass|pointentityclass|Class name of the entity to spawn when the crate is broken. Suggested point entity: [[item_dynamic_resupply]]}}
 
{{KV|ItemCount|int|Number of items to emit upon breakage.}}


==Flags==
==Flags==
{{Fl BasePropPhysics}}
{{Fl BasePropPhysics}}
==Keyvalues==
{{KV|Crate Contains (CrateType)|int|deprecated=1|Do not alter. Numbers other than 0 will cause the crate to spawn nothing after being broken. (If that's desired, try to use a {{ent|prop_physics}} instead as it's not as memory-intensive.)}}
{{KV|Item Type (ItemClass)|pointentityclass|[[Classname]] of the entity to spawn when the crate is broken. Suggested point entity: {{ent|item_dynamic_resupply}}}}
{{KV|Item Count (ItemCount)|int|Number of items to drop upon breakage.}}
{{KV BreakableProp}}
{{KV BasePropPhysics}}
{{KV BaseAnimating|base=1}}
{{KV BaseEntity|base=1}}


==Inputs==
==Inputs==
{{I BasePropPhysics}}
{{I BasePropPhysics}}
{{I DamageFilter}}
{{I BreakableProp}}
 
{{I BaseAnimating}}
{{IO|Break|Breaks the breakable.|}}
{{I BaseEntity|base=1|prel4d=1}}
 
{{IO|SetHealth|Sets a new value for health. If the breakable's health reaches zero it will break. Use Break input instead of 0.|param=int}}
 
{{IO|AddHealth|Adds health to the breakable. If the breakable's health reaches zero it will break.|param=int}}
 
{{IO|RemoveHealth|Removes health from the breakable. If the breakable's health reaches zero it will break.
|param=int}}
   
   
==Outputs==
==Outputs==
{{IO|OnCacheInteraction|This output fires when the player proves they have "found" this item.
:Fires on:
:*Player Touch (whether or not player actually acquires the item).
:*Picked up by {{ent|+use}}.
:*Picked up by gravity gun.
:*Punted by gravity gun.}}
{{O BasePropPhysics}}
{{O BasePropPhysics}}
 
{{O Breakable}}
{{IO|OnBreak|Fires when broken.|param=float}}
{{O BaseAnimating}}
 
{{O BaseEntity}}
{{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==
* [[Crates]] for basic crates
*[[Crates]] for basic crates
* [[item_ammo_crate]] for the infinite-ammo bins
*{{ent|item_ammo_crate}} for the infinite-ammo bins
* [[info_radar_target]] for [[Half-Life 2: Episode Two|Episode Two]] radar blips
*{{ent|info_radar_target}} for [[Half-Life 2: Episode Two|Episode Two]] radar blips


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

Revision as of 01:03, 12 September 2018

English (en)Translate (Translate)
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 Item Type, you can make it drop specific items.

C++ In code, it is represented by theCItem_ItemCrateclass, defined in theitem_itemcrate.cppfile.

(This is not a CItem however.)

Flags

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

Keyvalues

Crate Contains (CrateType) ([todo internal name (i)]) <integer> Obsolete
Deprecated.
Do not alter. Numbers other than 0 will cause the crate to spawn nothing after being broken. (If that's desired, try to use a prop_physics instead as it's not as memory-intensive.)
Item Type (ItemClass) ([todo internal name (i)]) <pointentityclass>
Classname of the entity to spawn when the crate is broken. Suggested point entity: item_dynamic_resupply
Item Count (ItemCount) ([todo internal name (i)]) <integer>
Number of items to drop upon breakage.

BreakableProp:

Explosion Damage (ExplodeDamage) <float>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
Explosion Radius (ExplodeRadius) <float>
If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
Sound to make when punted (puntsound) <sound> (in all games since Half-Life 2: Episode One)
Sound to make when punted by gravity gun.
Break Model Message (BreakModelMessage) <string> (only in Source 2013)
"If set, will use this break model message instead of the normal break behavior."

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices
  • 0: Normal
  • 1: No Gibs
  • 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
  • 3: Reduced gibs
Min Damage to Hurt (minhealthdmg) <integer>
If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
Pressure Delay (PressureDelay) <float>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Health (health) <integer>
How close to breaking the object is.
Maximum Health (max_health) <integer>
Health cannot exceed this amount.
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Breakable By (BreakableType) <choices> (only in Left 4 Dead seriesLeft 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks
Non-Valve games Black Mesa
Enable Explosion Override (explosion_override) <choices> (only in Black Mesa) !FGD
Enable/disable explosion parameters override (explosion_particle, explosion_particle_liquid, explosion_attachment, explosion_soundscript and explosion_soundscript_liquid).
  • 0: No
  • 1: Yes
Explosion Particle (explosion_particle) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes.
Explosion Particle Underwater (explosion_particle_liquid) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes in water.
Explosion Attachment Point (explosion_attachment) <string> (only in Black Mesa) !FGD
An attachment point to use for custom explosion particle system.
Note.pngNote:Only for model entities, even despite the fact that this is also present in brush entities.
Explosion Sound Script (explosion_soundscript) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes.
Explosion Sound Script Underwater (explosion_soundscript_liquid) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes in water.
Icon-Important.pngImportant:Both explosion_soundscript and explosion_soundscript_liquid require a sound script, a raw sound file will not work.
Note.pngNote:Page left for viewable history, content moved to prop_physics
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history


Inputs

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

BreakableProp:

Break
Breaks the breakable.
SetHealth <integerRedirectInput/integer>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth <integerRedirectInput/integer>
Adds health to the breakable.
RemoveHealth <integerRedirectInput/integer>
Removes health from the breakable.
physdamagescale <floatRedirectInput/float>
Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
EnablePhyscannonPickup
Makes the breakable able to picked up by the gravity gun.
DisablePhyscannonPickup
Makes the breakable not able to picked up by the gravity gun.
EnablePuntSound  (in all games since Half-Life 2: Episode One)
Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
DisablePuntSound  (in all games since Half-Life 2: Episode One)
Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history


Outputs

OnCacheInteraction
This output fires when the player proves they have "found" this item.
Fires on:
  • Player Touch (whether or not player actually acquires the item).
  • Picked up by +use.
  • Picked up by gravity gun.
  • Punted by gravity gun.
Note.pngNote:Page left for viewable history, content moved to prop_physics

BreakableBrush:

OnBreak
!activator = entity that breaks the object
!caller = this entity
Fired when this object breaks.
OnHealthChanged <floatRedirectOutput/float>
!activator = entity that caused the health change
!caller = this entity
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history


See also