item_suit

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... Icon-Important.png
Item suit.png

item_suit is a point entity available in the Half-Life 2 series.
This represents the Mark V Hazardous Environment Suit, Aka HEV-Suit, when not being worn by the player. It is an upgraded version of the Mark IV suit that Black Mesa employees were required to wear when handling anomalous materials (in Half-Life).
This is only a pickup to enable suit charging and the HUD (EquipSuit()).

PlacementTip.gifPlacement Tip:This entity should be placed at least one unit above the ground, or it will not be visible in-game.


In code, it is represented by theCItemSuitclass, defined in theitem_suit.cppfile.

Suit Jingle

When Dr. Gordon Freeman enters his suit in Half-Life 2, a small tune starts playing.

To set this up, have the item_suit output OnPlayerTouch target an ambient_generic with the input PlaySound.

The song used in Half-Life 2 is called song_trainstation_05_suit (music/hl1_song11.mp3), but there is apparently also a tune called song23 (music/hl2_song23_suitsong3.mp3) that, judging by its name, was intended for the HEV suit.

Flags

  • 1: Short Logon (Deprecated)
When checked, doesn't play the logon (hl1/fvox/bell.wav) sound. In Half-Life, this flag was used to cut the HEV suit's long logon speech, but was cut from Half-Life 2 along with many HEV voicelines. (Dr. Kleiner replaced the feature with a short bell)

Keyvalues

Item:


BaseAnimating:
World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.
Choices
  • 0: None
  • 1: BSP (QPhysics) !FGD
  • 2: Bounding Box
  • 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities) !FGD
  • 4: Oriented Bounding Box, constrained to Yaw only !FGD
  • 5: Custom/Test (Usually no collision with anything) !FGD
  • 6: VPhysics
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Model Index (modelindex) <short> !FGD
Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to the index.
Warning.pngWarning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
Model Scale (modelscale) <float> (in all games since Half-Life 2: Episode Two)
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Note.pngNote:Scale may not appear in Hammer Hammer 4.x, but will appear in-game (tested in Day of Defeat: Source). This is fixed in Hammer++ Hammer++.

DXLevelChoice:

Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.

Animating

Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <float> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
Cycle (cycle) <float> !FGD
The current frame of the current animation, on a range from 0-1.
Texture Frame (texframeindex) <integer> !FGD
The initial frame number for all animated textures on this entity.

Effects - Render


Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If 0 or less, 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 (fademaxdist) <float>
Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
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 $noforcedfade.
FX Amount/Transparency (0–255) (renderamt) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Render FX (renderfx) <choices>
Various somewhat legacy alpha effects.
Render Effects
Icon-Bug.pngBug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive Counter-Strike: Global Offensive
  • 0: None
  • 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
  • 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
  • 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
  • 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
  • 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since Left 4 Dead) Fades out over 4 s)
  • 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since Left 4 Dead) Fades out over 1 s)
  • 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since Left 4 Dead) Fades in over 4 s)
  • 8: Fast Become Solid (increases alpha by +4 per frame)
  • 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
  • 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
  • 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
  • 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
  • 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
  • 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in Counter-Strike: Global Offensive)
  • 15: Distort (causes unnatural flickering and position shifting)
  • 16: Fade In (instant; not very useful outside of code)
  • 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in Source 2013)
    Confirm:which branches/games is it available in, and where does it do what?
  • 18: Glow Shell (purpose unclear) (in all games since Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:what does this do? and which games is it in?
  • 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in Counter-Strike: Global Offensive)
  • 20: Environmental Rain ("for environmental rendermode, make rain") (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional.
  • 21: Environmental Snow ("for environmental rendermode, make snow") (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional.
  • 22: Spotlight FX ("TEST CODE for experimental spotlight") (in Source 2013) (not in Counter-Strike: Global Offensive)
  • 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional?
  • 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in Source 2013) (not in Counter-Strike: Global Offensive)
  • 25: kRenderFXMax/Fade Near
Blank image.pngTodo: what does this do? may be nonfunctional
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render

Effects - Environment


Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> (not in Left 4 Dead series) !FGD Obsolete
Deprecated. The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.

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.
Note.pngNote:Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (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!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.

Inputs

Item:


Model:
skin <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup <integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime <float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires <integer> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
IgniteHitboxFireScale <float> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
BecomeRagdoll
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.
SetLightingOrigin <targetname>
Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname> (removed since Left 4 Dead) Obsolete
Deprecated. Offsets the entity's lighting origin by their distance from an info_lighting_relative. Use SetLightingOrigin instead.
fademindist <float>
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.
fademaxdist <float>
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.
SetModelScale <vector> (only in Source 2013)
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.
Tip.pngTip:The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.
Warning.pngWarning:Negative or extremely high values can cause crashes!
SetCycle <float> (only in Team Fortress 2)
Skip to a specific point in the current animation.
SetModel <string> (only in Team Fortress 2)
Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.
Icon-Important.pngImportant:Absolutely NO quotes! Make sure you use the forward slash '/'. Merasmus says to heed this advice, else thou shalt corrupt the VMF.
SetPlayBackRate <float> (only in Team Fortress 2)
Change the animation speed multiplier.
Alpha <integer>
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 0.
AlternativeSorting <boolean>
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.
Color <color255>
Sets an RGB color for the entity.
SetDamageFilter <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.

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.

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.

Base:
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 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.
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

Item:

OnPlayerTouch
Fires when the player touches this item. !activator is the player.
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.
Icon-Bug.pngBug:OnCacheInteraction is non-functional.

Model:

OnIgnite  !FGD
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.

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.