Item sodacan: Difference between revisions
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Note:This uses 
In most games except
Half-Life: Source,
Half-Life Deathmatch: Source, and
Jabroni Brawl: Episode 3, you will need to provide your own model as this one is not present.
Additionally, the
Note:Still exists in
Black Mesa, but this entity is replaced with prop_soda.
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{{note|This uses {{file|models/can|mdl}} by default.<br>In most games except {{hls|2}}, {{hldms|2}}, and {{jbep3|2}}, you will need to provide your own model as this one is not present.<br>Additionally, the {{code|ItemSoda.Bounce}} [[soundscript]] should also be provided, which plays every time the soda can [[think]]s.}} | {{note|This uses {{file|models/can|mdl}} by default.<br>In most games except {{hls|2}}, {{hldms|2}}, and {{jbep3|2}}, you will need to provide your own model as this one is not present.<br>Additionally, the {{code|ItemSoda.Bounce}} [[soundscript]] should also be provided, which plays every time the soda can [[think]]s.}} | ||
{{Note| | {{Note|Still exists in {{bms|2}}, but this entity is replaced with {{ent|prop_soda}}.}} | ||
== Keyvalues == | == Keyvalues == | ||
Revision as of 05:56, 16 May 2025
| CItemSoda |
item_sodacan is a point entity available in all
Source games except
Strata Source. It's a soda can that falls out of env_beverage, healing 1 hit point when touched.
models/can.mdl by default.In most games except
Additionally, the
ItemSoda.Bounce soundscript should also be provided, which plays every time the soda can thinks.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
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Shadow:
|
See also
FGD Code
Add the following entry to the bottom of base.fgd to place soda cans directly in the map:
@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) studio("models/can.mdl") = item_sodacan : "Beverage; heals 1 HP."
[
skin(choices) : "Beverage Type" : 0 =
[
0 : "Coca-Cola"
1 : "Sprite"
2 : "Diet Coke"
3 : "Orange"
4 : "Surge"
5 : "Moxie"
]
modelscale(float) : "Model Scale" : : "A multiplier for the size of the model."
lightingorigin(target_destination) : "Lighting Origin" : : "Name of entity (not info_lighting!) from which to sample lighting instead of this entity's origin or $illumposition."
disableshadows(choices) : "Disable Shadows" : "" : "Used to disable dynamic shadows on this entity." =
[
"" : "No"
1 : "Yes"
]
disablereceiveshadows(choices) : "Disable Receiving Shadows" : "" : "Prevent the entity from receiving dynamic shadows on itself."=
[
"" : "No"
1 : "Yes"
]
shadowcastdist(integer) : "Shadow Cast Distance" : : "Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity."
// Inputs
input skin(integer) : "Changes the model skin to the specified number."
input DisableShadow(void) : "Turn shadow off."
input EnableShadow(void) : "Turn shadow on."
input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
input SetModelScale(string) : "Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over."
// Outputs
output OnIgnite(void) : "Fired when this object catches fire."
]
|