Updateitem2: Difference between revisions

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(Cleaned up KV, flags, I/O and added more information)
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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.


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 will not play any audio when spawned in or added to a map manually. This is because they lack an associated [[updateitem1]], which stores data that this entity needs to play its sounds. Simply adding an updateitem1 will not fix this, however, as it has to be linked to that specific entity. Also, it is not possible to link an updateitem2 to an updateitem1 outside of the source code. This is because they are created entirely inside the source code, dynamically added to the maps depending on if the player has beaten the game or not.
{{todo|Is this actually the case with this entity?}}


==Keyvalues==
==Keyvalues==
* {{KV BasePropPhysics}}
{{KV BasePropPhysics}}


==Flags==
==Flags==
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== Inputs ==
== Inputs ==
*'''Break'''
{{I BasePropPhysics}}
: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 [[weapon_physcannon|physcannon]].
*'''DisablePhyscannonPickup'''
:Makes the breakable not able to picked up by the physcannon.
*'''Ignite'''
:Ignite the target entity.
* {{I DamageFilter}}
* {{I BasePropPhysics}}
* {{I Damage}}


== Outputs ==
== Outputs ==
* '''OnBreak'''
{{O BasePropPhysics}}
* '''OnHealthChanged'''
* '''OnIgnite'''
* '''OnPhysCannonDetach'''
* {{O BasePropPhysics}}
* '''OnPlayerPickup'''
: Player picked up radio.


== See Also ==
== See Also ==
* [[Updateitem1]]
* [[Updateitem1]]
* [[prop_physics]]
* [[prop_physics]]

Revision as of 17:06, 2 May 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 will not play any audio when spawned in or added to a map manually. This is because they lack an associated updateitem1, which stores data that this entity needs to play its sounds. Simply adding an updateitem1 will not fix this, however, as it has to be linked to that specific entity. Also, it is not possible to link an updateitem2 to an updateitem1 outside of the source code. This is because they are created entirely inside the source code, dynamically added to the maps depending on if the player has beaten the game or not.

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

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

Outputs

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

See Also