Env dispenser: Difference between revisions
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Bug:The default value in FGD is
Warning:
Tip:You can have multiple skins for soda cans.
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{{this is a|point entity|name=env_dispenser|game=Black Mesa}} This entity for [[Vending Machines|vending machines]] to dispense the soda cans ({{ent|prop_soda}} entity). | {{this is a|point entity|name=env_dispenser|game=Black Mesa}} This entity used for [[Vending Machines|vending machines]] to dispense the soda cans ({{ent|prop_soda}} entity). | ||
{{bug|Don't use this entity in multiplayer maps to spawn {{ent|prop_soda}}, {{ent|prop_soda}} physics is disabled in multiplayer.}} | {{bug|Don't use this entity in multiplayer maps to spawn {{ent|prop_soda}}, {{ent|prop_soda}} physics is disabled in multiplayer.}} | ||
Revision as of 07:44, 27 July 2024
env_dispenser is a point entity available in
Black Mesa. This entity used for vending machines to dispense the soda cans (prop_soda entity).
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Model to spawn (spawnmodel) <model path>
- Model to spawn when activated.
models/props_junk/popcan01a.mdl, if you use other value - env_dispenser will spawn prop_physics instead of prop_soda, so, player will not be able to drink and heal. [todo tested in ?]- Spawn angles (spawnangles) <angle>
- Orientation of the model at spawn (Y Z X).
Pitch Yaw Roll (Y Z X) property will override value here (only if Pitch Yaw Roll (Y Z X) value isn't 0 0 0).
- Capacity (capacity) <integer>
- Number of models to spawn.
- Minimum skin (skinmin) <integer>
- Minimum skin number.
- Maximum skin (skinmax) <integer>
- Maximum skin number.
Minimum skin indicates the minimum possible skin value, Maximum skin indicates the maximum possible skin value. You can also have only one skin for soda cans, just use one and the same value for both properties.Inputs
- Activate <void>
- Spawn object with the specified model and skin. The object will spawn in env_dispenser origin.
- Break <void>
- Rapidy spawn all the items remaining in the dispenser.
Outputs
- OnBreak <void>
- Fires via
Breakinput.
- OnEmpty <void>
- Fires when entity tries to spawn model (via
Activateinput) while is empty.