Updateitem2: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 3: Line 3:
==Entity Description==
==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.
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|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.
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.

Revision as of 15:10, 24 April 2020

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.

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