Ship container

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Entity Description

Animated container entity


  • DynamicProp:
Default Animation (DefaultAnim) <string>
The animation this prop will play when not doing a random or forced animation.
Randomly Animate (RandomAnimation) <boolean>
Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.
Min Random Anim Time (MinAnimTime) <float>
Minimum time between random animations.
Max Random Anim Time (MaxAnimTime) <float>
Maximum time between random animations.
Update children (updatechildren) <boolean>
Confirm:A boolean set to true by default. When set to 0, any children attached to this entity as an attachment will not update. (seems like it would not have a practical use...)
Disable Bone Followers (DisableBoneFollowers) <boolean> (in all games since <Source><Source>)
Disables generation of phys_bone_followers for each convex piece the model has in its collision model. phys_bone_followers can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore.
Hold Animation (HoldAnimation) <boolean> (in all games since <Alien Swarm>)
If set, the prop will not loop its animation, but hold the last frame.
Animate Every Frame (AnimateEveryFrame) <boolean> (in all games since [Portal 2])
Force this prop to animate every frame. Usually this doesn't need to be touched.


Allow Physics Gun (gmod_allowphysgun) <boolean> (only in <Garry's Mod>)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in <Garry's Mod>)
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!


Parent (parentname) <targetname>
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.
  • Global:

Global Entity Name <string>
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.
  • EnableDisable:
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).
  • solid
<choices> Collisions
Literal value Description
0 Not Solid
2 Use Bounding Box
6 Use VPhysics
  • Capacity
<integer> Container Capacity
  • Description
<choices> Inventory Menu Title
Literal Value Description
0 Wardrobe
1 Drawer
2 Bookcase
3 Chest
4 Cabinet
5 Box
6 Car Boot
7 Ration Pack
8 Doctor's Bag
9 Magazine Rack
10 Bookcase
11 Book Shelf
12 Locker
13 Toolbox
14 Dresser
15 Bin
16 Knife Rack
17 Pan Rack
18 Deck Storage
19 Medical Cabinet
20 Trolley
21 Gun Cabinet
22 Filing Cabinet
23 Wooden Box
24 Cardboard Box
25 Pool Cue Rack
26 Desk
27 Medical Bin
28 Bedside Cabinet
29 Golf Bag
30 Suitcase
31 Trunk
  • SpawnDestName
<string> Container's ship_item_spawner
  • soundopenoverride
<sound> Open Sound Override
  • soundcloseoverride
<sound> Close Sound Override


  • BreakableProp:
  •  [16] : Break on Touch
  •  [32] : Break on Pressure
  • 64 : Use Hitboxes for Renderbox



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.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • Studiomodel:

Skin <integer>
Changes the model's skin to the specified number.
SetBodyGroup <integer>
Set the model's body group.
AlternativeSorting <boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <string> (only in <Source><Source>)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning.png Warning: Negative or extremely high values can cause crashes!


Turn dynamic shadows off for this entity.
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.


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.


DisableDraw  (in all games since [Portal 2])
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since [Portal 2])
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.
  • EnableDisable:
Enable/disable this entity from performing its task. It might also disappear from view.
  • SetAnimation <string>
Force the prop to play an animation. The parameter should be the name of the animation.
  • SetDefaultAnimation <string>
Set the default animation (DefaultAnim) to the one specified in the parameter."
  • SetBodyGroup <integer>
Set the visible bodygroup, by index.
  • TurnOn
Make the prop visible.
  • TurnOff
Make the prop invisible.


  • Studiomodel:

Fired when this object catches fire.
  • OnAnimationBegun
Fired whenever a new animation has begun playing.
  • OnAnimationDone
Fired whenever an animation is complete.