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.
In code, it is represented by class
CItem_ItemCrate, defined in
item_itemcrate.cpp. (This is not a
- 1: Start Asleep.
- 2: Don't take physics damage.
- 4: Debris - Don't collide with the player or other debris.
- 8: Motion Disabled.
- 64: Enable motion when grabbed by gravity gun.
- 128: Not affected by rotor wash.
- 256: Generate output on
- 512: Prevent pickup.
- 1024: Prevent motion enable on player bump.
- 4096: Debris with trigger interaction.
- 8192: Force server-side (Multiplayer only; see
- 1048576: Gravity gun can ALWAYS pick up. No matter what.
16] : Break on Touch
32] : Break on Pressure
Crate Contains (CrateType)
- 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_physicsinstead as it's not as memory-intensive.)
- Item Type (ItemClass)
- Classname of the entity to spawn when the crate is broken. Suggested point entity:
- Item Count (ItemCount)
- Number of items to drop upon breakage.
- Explosion Damage (ExplodeDamage)
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explodsion Radius (ExplodeRadius)
- If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Sound to make when punted (puntsound)
- Sound to make when punted by gravity gun.
- Break Model Message (BreakModelMessage)
- "If set, will use this break model message instead of the normal break behavior." Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?
- Performance Mode (PerformanceMode)
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt (minhealthdmg)
- If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay (PressureDelay)
- Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health (health)
- How close to breaking the object is.
- Maximum Health (max_health)
- Health cannot exceed this amount.
- Physics Impact Damage Scale (physdamagescale)
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
- Breakable By (BreakableType)
- only. Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks
- Physics Impact Damage Scale
- Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
- Impact damage type
- If true (1), damage type is sharp and the object can slice others.
- Damaging it Doesn't Push It
- Whether damaging the entity applies force to it.
- Scale Factor For Inertia
- Scales the angular mass of an object. Used to hack angular damage and collision response. Confirm:Doesn't actually affect inertia?
- Mass Scale
- Multiplier for the object's mass.
- Override Parameters
- A list of physics keyvalues that are usually embedded in the model. Format is
- Health Level to Override Motion
- If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.
- Physics Impact Force to Override Motion
- If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
- Minimum DX Level
- The entity will not exist if the engine is running outside the given range of DirectX Versions. Replaced by SystemLevelChoice from Left 4 Dead onwards.
- Warning: If these are used, the object may break when the user switches their DirectX settings.
- Maximum DX Level
- Minimum CPU Level
- A user with a CPU level lower than this will not see this object rendered in-game. CPU levels are determined by the Effect detail setting.
- Maximum CPU Level
- 0: Default
- 1: Low
- 2: Medium
- 3: High
- Minimum GPU Level
- A user with a GPU level lower than this will not see this object rendered in-game. GPU levels are determined by the Shader detail setting.
- Maximum GPU Level
- 0: Default
- 1: Very low
- 2: Low
- 3: Medium
- 4: High
- Allow Physics Gun
- If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist
- 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!
- World Model
- The model this entity should appear as. 128-character limit.
(skin or ModelSkin )
- Some models have multiple skins. This value selects from the index, starting with 0.
- Method of collision for this entity.
- Body Group
(body or SetBodyGroup)
- Sets the the active $bodygroup.
- Hitbox Set
- Sets the $hboxset to use.
- Default animation sequence for the model to be playing after spawning.
- Playback Rate
- A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
- The current frame of the currently playing animation, on a range from 0-1.
- Lighting Origin
- Select an entity (not
info_lighting!) from which to sample lighting instead of the entity's origin.
- Lighting Origin Offset
info_lighting_relativefrom which to sample lighting instead of the entity's origin. Not in .
- Damage Filter Name
- When this entity receives damage, it will filter by this entity.
- Start Fade Distance
- Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
- Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
- If specified in the
worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also
- Render Mode
- Set a non-standard rendering mode on this entity.
- Render FX / Transparency (0 - 255)
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
- Color tint.
- Render FX
- Preset pattern of appearance effects.
- To do: 18-21, 25
- Shadow Cast Distance
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadows
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows
- Prevent the entity from receiving shadows on itself.
- Model Index
- Changes the entity's model to a precached model on the map.
- Warning: Using an invalid value will instantly crash the game, this includes 0 and 1.
- Texture Frame
- The frame number for any animated textures on this entity.
- Model Scale
- A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in , , , sdk 2013.
- Warning: Negative or extremely high values can cause crashes!
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- The name that other entities refer to this entity by.
- Global Entity Name
- 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.
- 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. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
- 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.
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Combination of effect flags to use.
- Local Time
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
- Amount of time before the entity thinks again.
- Hammer ID
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Tell the prop to quit moving. Any physics forces (excluding gravity and water buoyancy) will cause the object to resume moving as usual. Sleeping also occurs automatically when the object has no physics forces to keep it awake, and when it is no longer moving a noticeable amount.
- If the object was told to sleep, tell it to start moving again.
- Tell the object to stop moving completely. No physics forces will re-enable motion, not even
- If the object's motion has been disabled entirely, tell it to resume movement as usual. This will also
Wakethe object, if it is
- If the object would normally float when in water, tell it to not float. There seems to be no way to re-enable floating behavior, but programming a method to do this should be fairly simple (
- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
- Makes the breakable able to picked up by the gravity gun.
- Makes the breakable not able to picked up by the gravity gun.
- Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
- Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.
- Breaks the breakable.
- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
- Adds health to the breakable.
- Removes health from the breakable.
- Selects a skin from the model's index, starting with 0.
- Sets the the active $bodygroup.
- Makes the entity catch on fire indefinitely.
- Makes the entity catch on fire for a given amount of time.
- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in onward.
- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in onward.
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
- Sets the entity's lighting origin to use this entity's position.
- Deprecated. Offsets the entity's lighting origin by their distance from an
- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
modelscalekeyvalue can be AddOutputed as a workaround for other games with this input missing.
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
- Sets an RGB color for the entity.
- Sets a filter for this entity for when it receives damage.
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
- Prevents the entity from being pushed by damage done to it.
- Allows the entity to draw a render target shadow.
- Prevents the entity from drawing a render target shadow.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- 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
- Picked up by gravity gun.
- Punted by gravity gun.
- Fired when motion has been enabled on the prop, either via the Health Level to Override Motion keyvalue or from the
- Fired when the prop has woken (force has been applied to it while it was asleep, or the
Wakeinput has been called).
- Fired whenever the object is detected to be outside the world. Specifically, it checks if the object is outside of the world's bounding box or if the object is traveling at over 2000 units per second in any cardinal direction.
- Fired when the player has
+used the prop.
- Fired when the player has dropped the prop (from either
+useor the gravity gun).
!activatoris the player.
- Fired when the player has picked the prop up with
+useor the gravity gun (in Half-Life 2).
- Fired when the player has picked the prop up with the gravity gun specifically.
- Fired when damage is taken.
- Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PREactivity. Caused by the object being picked up by the gravity gun.
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_PREplays once, then
- Fired when prop has started its
ACT_PHYSCANNON_DETACHactivity (caused by the gravity gun ripping it from a wall).
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POSTactivity (caused by the player letting the prop go from the gravity gun).
- Fired when prop has finished all gravity gun-related animations.
- Fired when this object breaks.
!activatoris whatever breaks the object.
- Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
- Fired when the entity catches fire, such as from an
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.