Ship container

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Revision as of 19:28, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Entity Description

Animated container entity

Keyvalues

<choices> Collisions
Literal value Description
0 Not Solid
2 Use Bounding Box
6 Use VPhysics
  • Capacity
<integer> Container Capacity
  • Description
<choices> Inventory Menu Title
Literal Value Description
0 Wardrobe
1 Drawer
2 Bookcase
3 Chest
4 Cabinet
5 Box
6 Car Boot
7 Ration Pack
8 Doctor's Bag
9 Magazine Rack
10 Bookcase
11 Book Shelf
12 Locker
13 Toolbox
14 Dresser
15 Bin
16 Knife Rack
17 Pan Rack
18 Deck Storage
19 Medical Cabinet
20 Trolley
21 Gun Cabinet
22 Filing Cabinet
23 Wooden Box
24 Cardboard Box
25 Pool Cue Rack
26 Desk
27 Medical Bin
28 Bedside Cabinet
29 Golf Bag
30 Suitcase
31 Trunk
  • SpawnDestName
<string> Container's ship_item_spawner
  • soundopenoverride
<sound> Open Sound Override
  • soundcloseoverride
<sound> Close Sound Override

Flags

  • BreakableProp:
Break on Touch : [16]
Break on Pressure : [32]
Will break after being stood on for PressureDelay seconds.
Note.pngNote:Some models will break instantly if this is or isn't set. (e.g. militiawindow02_breakable.mdl, window_industrial.mdl)
  • 64 : Use Hitboxes for Renderbox

Inputs

Skin <integerRedirectInput/integer>
Changes the model's skin to the specified number.
SetBodyGroup <integerRedirectInput/integer>
Set the model's body group.
AlternativeSorting <booleanRedirectInput/boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <stringRedirectInput/string> (in all games since Alien Swarm) (also in Source 2013)
Sets the model scale. 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. If there is no second value, the model will scale instantly.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
ToggleDraw:
DisableDraw  (in all games since Portal 2)
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since Portal 2)
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.
  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • SetAnimation <string>
Force the prop to play an animation. The parameter should be the name of the animation.
  • SetDefaultAnimation <string>
Set the default animation (DefaultAnim) to the one specified in the parameter."
  • SetBodyGroup <integer>
Set the visible bodygroup, by index.
  • TurnOn
Make the prop visible.
  • TurnOff
Make the prop invisible.

Outputs

  • Studiomodel:
OnIgnite
Fired when this object catches fire.
  • OnAnimationBegun
Fired whenever a new animation has begun playing.
  • OnAnimationDone
Fired whenever an animation is complete.