item_item_crate
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Class hierarchy |
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CItem_ItemCrate |
item_itemcrate.cpp |
item_item_crate
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch. It's the standard supply crate that creates specified content when broken.
By default, it contains item_dynamic_resupply, an entity that spawns whatever item the player needs most (health, armor, ammo). By changing the crate's Item Type, you can make it drop specific items.
Keyvalues
Crate Contains (CrateType) <integer>- Deprecated.
Do not alter. Numbers other than 0 will cause the crate to spawn nothing after being broken. (If that's desired, try to use a prop_physics instead as it's not as memory-intensive.) - Item Type (ItemClass) <pointentityclass>
- Classname of the entity to spawn when the crate is broken. Suggested point entity: item_dynamic_resupply
- Item Count (ItemCount) <integer>
- Number of items to drop upon breakage.
Outputs
- OnCacheInteraction
- This output fires when the player proves they have "found" this item.
- Fires on:
- Player Touch (whether or not player actually acquires the item).
- Picked up by +use.
- Picked up by gravity gun.
- Punted by gravity gun.
Note:Other
Keyvalues / Inputs / Outputs
are same as prop_physics.See also
- Crates for basic crates
- item_ammo_crate for the infinite-ammo bins
- info_radar_target for Episode Two radar blips
Categories:
- TODO rewrite lang to LanguageBar
- CBaseAnimating
- Half-Life 2 entities
- Half-Life 2 point entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Items