Item item crate: Difference between revisions
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[[ | {{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 | 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. | ||
{{code class|CItem_ItemCrate|item_itemcrate.cpp}} (This is ''not'' a {{ent|CItem}} however.) | |||
{{ | |||
{{ | |||
==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 | {{I BreakableProp}} | ||
{{I BaseAnimating}} | |||
{{ | {{I BaseEntity|base=1|prel4d=1}} | ||
{{ | |||
| | |||
==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}} | |||
{{ | {{O BaseAnimating}} | ||
{{O BaseEntity}} | |||
{{ | |||
==See also== | ==See also== | ||
* [[Crates]] for basic crates | *[[Crates]] for basic crates | ||
* | *{{ent|item_ammo_crate}} for the infinite-ammo bins | ||
* | *{{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


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.
(This is not a CItem however.)
Flags

Keyvalues
Crate Contains (CrateType) ([todo internal name (i)]) <integer>- 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
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
)
- Sound to make when punted by gravity gun.
- Break Model Message (BreakModelMessage) <string> (only in
)
- "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.
Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
![]()
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Inputs

BreakableProp:
- Break
- Breaks the breakable.
- 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.
- RemoveHealth <integer >
- Removes health from the breakable.
- physdamagescale <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
)
- Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
- DisablePuntSound (in all games since
)
- Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.

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.

BreakableBrush:
- OnBreak
- !activator = entity that breaks the object
!caller = this entity
Fired when this object breaks.
- OnHealthChanged <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.

See also
- Crates for basic crates
- item_ammo_crate for the infinite-ammo bins
- info_radar_target for Episode Two radar blips