env_dispenser
env_dispenser
is a point entity available in Black Mesa. This entity used for vending machines to dispense the soda cans (
prop_soda
entity).
Keyvalues
- Model to spawn
(spawnmodel)
<model path> - Model to spawn when activated.
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
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.png](/w/images/thumb/c/cb/Warning.png/10px-Warning.png)
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.png](/w/images/thumb/4/45/Tip.png/9px-Tip.png)
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:Entities transition to the next map with their parents
Tip:
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.
Bug: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: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: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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since
.
Outputs
OnBreak
<void>- Fires via
Break
input.
OnEmpty
<void>- Fires when entity tries to spawn model (via
Activate
input) while is empty.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.