env_dispenser

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env_dispenser is a point entity available in Black Mesa Black Mesa. This entity used for vending machines to dispense the soda cans (prop_soda entity).

Icon-Bug.pngBug:Don't use this entity in multiplayer maps to spawn prop_soda, prop_soda physics is disabled in multiplayer.  [todo tested in?]
Black Mesa Level Creation

Keyvalues

Model to spawn (spawnmodel) <model path>
Model to spawn when activated.
Icon-Bug.pngBug:The default value in FGD is models/props_junk/popcan01a.mdl, if you use other value - env_dispenser will spawn prop_physics instead of prop_soda, so, player will not be able to drink and heal.  [todo tested in?]
Spawn angles (spawnangles) <angle>
Orientation of the model at spawn (Y Z X).
Warning.pngWarning:Pitch Yaw Roll (Y Z X) property will override value here (only if Pitch Yaw Roll (Y Z X) value isn't 0 0 0).
Capacity (capacity) <integer>
Number of models to spawn.
Minimum skin (skinmin) <integer>
Minimum skin number.
Maximum skin (skinmax) <integer>
Maximum skin number.
Tip.pngTip:You can have multiple skins for soda cans. Minimum skin indicates the minimum possible skin value, Maximum skin indicates the maximum possible skin value. You can also have only one skin for soda cans, just use one and the same value for both properties.

Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Icon-Bug.pngBug:Hammer does not move the entities accordingly in the editor.  [todo tested in?]
Pitch Yaw Roll (Y Z X) (angles) <angle>
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.
Note.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Spawnflags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.

Inputs

Activate <void>
Spawn object with the specified model and skin. The object will spawn in env_dispenser origin.
Break <void>
Rapidy spawn all the items remaining in the dispenser.
CBaseEntity:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
SetTeam <integer> !FGD
Changes this entity's team.
TeamNum <integer> !FGD
This input changes value for TeamNum property.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.

Outputs

OnBreak <void>
Fires via Break input.
OnEmpty <void>
Fires when entity tries to spawn model (via Activate input) while is empty.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.