ship_container

From Valve Developer Community
Jump to: navigation, search

ship_container is a point entity available in The Ship: Murder Party The Ship: Murder Party. Animated container entity.

Key Values

  • DynamicProp:
Default Animation (DefaultAnim) <string>
The animation this prop will play when not doing a random or forced animation.
Randomly Animate (RandomAnimation) <boolean>
Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.
Note.pngNote:Will only select from animation $sequences linked with ACT_IDLE if they exist.
Ignore NPC Collisions (IgnoreNPCCollisions) <choices> (only in Black Mesa)
Disable collisions for NPCs if yes.
  • 0: No
  • 1: Yes
Min Random Anim Time (MinAnimTime) <float>
Minimum time between random animations.
Max Random Anim Time (MaxAnimTime) <float>
Maximum time between random animations.
Update children (updatechildren) <boolean> (in all games since Left 4 Dead)
Update touches for any children that are attached to attachment points as this prop animates. This allows SetParentAttached triggers or func_brushes to touch properly.
Disable Bone Followers (DisableBoneFollowers) <boolean> (in all games since Source 2009)
Disables generation of phys_bone_followers for each convex piece the model has in its collision model. phys_bone_followers can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore.
Hold Animation (HoldAnimation) <boolean> (in all games since Alien Swarm)
If set, the prop will not loop its animation, but hold the last frame.
Animate Every Frame (AnimateEveryFrame) <boolean> (in all games since Portal 2)
Force this prop to animate every frame. Usually this doesn't need to be touched.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
  • EnableDisable:
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
  • solid
<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:
  •  [16] : Break on Touch
  •  [32] : Break on Pressure

{fl|64|Use Hitboxes for Renderbox}}

Inputs


Parentname:
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Studiomodel:
Skin <integer>
Changes the model's skin to the specified number.
SetBodyGroup <integer>
Set the model's body group.
AlternativeSorting <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 <string> (only 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.