Item crate: Difference between revisions
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Note: The item_battery and item_healthkit from
Half-Life 2 has the same function as the same two entities in
Black Mesa, they just have different models.
Note:Page left for viewable history, content moved to prop_physics
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
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{{This is a|point|name=item_crate|game=Black Mesa}} It can be configured to spawn items into the world when broken, like junk, tools, or electronics. They can also be used to spawn supplies such as an [[item_battery]] and [[item_healthkit]]. | {{This is a|point|name=item_crate|game=Black Mesa}} It can be configured to spawn items into the world when broken, like junk, tools, or electronics. They can also be used to spawn supplies such as an [[item_battery]] and [[item_healthkit]]. | ||
{{note | The item_battery and item_healthkit from {{hl2|4}} has the same function as the same two entities in {{bms|4}}, they just have different models.}} | {{note | The item_battery and item_healthkit from {{hl2|4}} has the same function as the same two entities in {{bms|4}}, they just have different models.}} | ||
==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}} |
Revision as of 14:47, 20 February 2024
Not to be confused with item_item_crate.
item_crate
is a point available in Black Mesa. It can be configured to spawn items into the world when broken, like junk, tools, or electronics. They can also be used to spawn supplies such as an item_battery and item_healthkit.



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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