Item item crate: Difference between revisions
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{{lang|Item item crate}} | {{lang|Item item crate}} | ||
{{CD|CItem_ItemCrate|file1=item_itemcrate.cpp}} | |||
[[File: item_item_crate.png | right | 300px]] | [[File: item_item_crate.png | right | 300px]] | ||
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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. | 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. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Crate Contains | {{KV|Crate Contains|intn=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 | {{KV|Item Type|intn=ItemClass|pointentityclass|[[Classname]] of the entity to spawn when the crate is broken. Suggested point entity: {{ent|item_dynamic_resupply}}}} | ||
{{KV|Item Count | {{KV|Item Count|intn=ItemCount|int|Number of items to drop upon breakage.}} | ||
==Outputs== | ==Outputs== | ||
{{IO|OnCacheInteraction|This output fires when the player proves they have "found" this item. | {{IO|OnCacheInteraction|This output fires when the player proves they have "found" this item. | ||
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:*Picked up by gravity gun. | :*Picked up by gravity gun. | ||
:*Punted by gravity gun.}} | :*Punted by gravity gun.}} | ||
{{ | {{OtherKIO|prop_physics}} | ||
==See also== | ==See also== |
Revision as of 06:17, 1 July 2024


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CItem_ItemCrate |
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item_item_crate
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch. 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.
Keyvalues
Crate Contains (CrateType) <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) <pointentityclass>
- Classname of the entity to spawn when the crate is broken. Suggested point entity: item_dynamic_resupply
- Item Count (ItemCount) <integer>
- Number of items to drop upon breakage.
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.

Keyvalues / Inputs / Outputs
are same as prop_physics.See also
- Crates for basic crates
- item_ammo_crate for the infinite-ammo bins
- info_radar_target for Episode Two radar blips
Categories:
- TODO rewrite lang to LanguageBar
- CBaseAnimating
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Items