weaponbox

Modified

12-Jul-2023

The weaponbox originates from Half-Life, where it would be dropped by dead players, containing the weapon they held in the moment of their deaths as well as all their ammunition. In Sven Co-op, the weaponbox can only be explicitly placed into the map by the mapper.

Keyvalues


OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.

Name targetname : Set name of weaponbox. Can't be triggered. Can be kill-targeted.

Pitch Yaw Roll (X Y Z) angles : Where Z means Y and Y means Z, that is, when you're thinking Hammer-grid. (Hammer uses Z for height and Y for depth, while every other sane 3D-application does this the other way round; nonetheless this keyvalue description has the letters in the conventional order) This, technically, is a 3D-vector containing Euler-angles to describe either the entity's rotation or direction of effect. E.g. a func_door_rotating will use this as its initial rotation, while a trigger_push will keep its original alignment and use this for the direction of its push-effect instead. Euler-angles are a hierarchical system to determine an object's orientation in 3D-space. A yaw-value of 0 would mean the entity would face east. (right in top-down view) 90 would mean it would face north. (up in top-down-view) After yaw, pitch is applied. Think aiming up/down with your character in first person. At last, the roll-value is applied. Think your character falling over sideways in first person. Some entities, mostly point entities, do not use the angles keyvalue for any purpose.

Render FX renderfx : Set custom render FX effect. Only works when "Render Mode" is set to different than 'Normal'

  • 0 : Normal : Default rendering.
  • 1 : Slow Pulse : Transparency slow fading in and out in a loop.
  • 2 : Fast Pulse : Transparency fast fading in and out in a loop.
  • 3 : Slow Wide Pulse : Transparency slow fading in and out widely in a loop.
  • 4 : Fast Wide Pulse : Transparency fast fading in and out widely in a loop.
  • 9 : Slow Strobe : Regular slow appearing/dissapearing.
  • 10 : Fast Strobe : Regular fast appearing/dissapearing.
  • 11 : Faster Strobe : Regular very fast appearing/dissapearing.
  • 12 : Slow Flicker : Random slow appearing/dissapearing.
  • 13 : Fast Flicker : Random fast appearing/dissapearing.
  • 5 : Slow Fade Away : Not working. Fading out slowly until reaching invisibility. Works once when entity spawns or have changed it's "Render FX" at a runtime (e.g. through env_render). Requires high "FX Amount"
  • 6 : Fast Fade Away : Not working. Fading out quickly until reaching invisibility. Works once when entity spawns or have changed it's "Render FX" at a runtime (e.g. through env_render). Requires high "FX Amount"
  • 7 : Slow Become Solid : Not working. Fading in slowly from invisible to fully visible. Works once when entity spawns or have changed it's "Render FX" at a runtime (e.g. through env_render). Requires low or zero "FX Amount"
  • 8 : Fast Become Solid : Not working. Fading in quickly from invisible to fully visible. Works once when entity spawns or have changed it's "Render FX" at a runtime (e.g. through env_render). Requires low or zero "FX Amount"
  • 14 : Constant Glow : Sprites with 'Glow' render mode only. Disables sprite resizing.
  • 15 : Distort : Random distortion, looped.
  • 16 : Hologram (Distort + fade) : 'Random distortion' + 'Pulse' applied, looped.
  • 19 : Glow Shell : Applies nice animated glowing shell on model. Color can be applied. "FX Amount" manipulates glow shell size.

Render Mode rendermode : Render mode determines how this entity is rendered.

  • 0 : Normal : Normal rendering. Entity will receive light, except if it is a sprite. "FX Amount" is obsolete when this is used.
  • 1 : Color : Brush entities only: Instead of rendering the texture, the whole entity will appear in one color, set by "FX Color". "FX Amount" sets the transparency. 0 means invisible. 255 means fully opaque.
  • 2 : Texture : Texture-only rendering. Entity will not receive light. Instead, only the texture will be rendered as is. "FX Amount" sets the transparency. 0 means invisible. 255 means fully opaque. This is used for transparent things such as windows. Tip: If you have a window separating a dark and a bright room using only one entity, you can apply a brighter glass texture to the side of the window seen from within the dark room than to the side seen from the bright room. That way, the window's brightness will look realistic from both sides, instead of from just one. Generally, darker rooms require the render amount to be lower, making the glass more transparent, or it would look illogically bright.
  • 3 : Glow : Sprites only. The sprite will appear in the same size regardless of your distance to it. In addition to that, the further away you are from it, the less visible it will be. (It's only barely visible at about 500 units far away) Good for light coronas. This renders the sprite in additive mode.
  • 4 : Solid : Brush entities only. All textures of the brush entity starting with '{' will have the last color of their palette (usually blue, black or purple) be rendered fully transparent. This is used for textures with see-through parts, such as grates and railings. Requires "FX Amount" to be set to a value greater than 0, commonly 255.
  • 5 : Additive : Works just as the "Render Mode" 'Texture', except that the entity's appearance will be added to the background instead of forming a mean. This means, black pixels of textures will be fully transparent, while full-bright pixels are added with a factor of "FX Amount" divided by 255. This is often used for sprites indicating a glowing light, as well as for overlay func_illusionaries to give a computer texture the appearance of having many small, glowing lights, screens and whatever other elements. Render-amount of 255 makes it bright. 0 makes it invisible.

FX Amount (1 - 255) renderamt : Render amount to use when other than "Render Mode" 'Normal' is used.

FX Color (R G B) rendercolor : Used with "Render Mode" 'Color' and 'Glow' to set color. Also sets color of 'Glow Shell' "Render Mode".

Gravity Setting movetype : Determines how items behave after spawn.

  • -1 : Unmoveable : Make item completely unmovable by any external influence, unless changed at runtime by e.g. trigger_changevalue.
  • 0 : Fall to the ground (default) : Entity fall to first brush beneath it. Note that not all entities with collision may block items to fall through them.
  • 5 : Hover in the air : Items won't fall from it's starting position.
  • 8 : Hover in the air, ignore brush collision : Items won't fall from it's starting position and won't be affected by brush collision.

Custom respawn time m_flCustomRespawnTime : Customize pickup respawn delay in seconds.

Custom Model model : You can set the custom model (w_model) for this item here. Can be any model or sprite (it will not animate). That will NOT replace default v_model and p_model of weapon.

Skin skin : Model skin to use, if model have multiple skins.

Body body : Model body to use, if model have multiple bodies.

Sequence Name sequencename : Default model sequence name to set.

Sequence Number (overrides name) sequence : Change model sequence by specifying it's number.

Scale Model scale : Scale multiplier for this model.

Custom Min Hull Size (X Y Z) minhullsize : If set, this will overwrite the monster's default minimum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin.

Custom Max Hull Size (X Y Z) maxhullsize : If set, this will overwrite the monster's default maximum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin.

Sound Replacement File soundlist : Set the path to a sound replacement file for the item. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.

Packed 9mm rounds bullet9mm : Amount of 9mm ammo.

Packed 357 rounds bullet357 : Amount of 357 ammo.

Packed shotgun shells buckshot : Amount of buckshot ammo

Packed crossbow bolts bolts : Amount of crossbow bolts ammo.

Packed 5.56mm rounds bullet556 : Amount of 556 ammo.

Packed assault rifle grenades ARgrenades : Amount of grenades for 9mmAR.

Packed rockets rockets : Amount of RPG rockets.

Packed gauss charges uranium : Amount of gaussclip ammp.

Packed hand grenades handgrenade : Amount of hand grenades.

Packed satchels satchelcharge : Amount of satchels.

Packed trip mines tripmine : Amount of tripmines.

Packed snarks Snarks : Amount of snarks.

Packed 7.62mm rounds m40a1 : Amount of 762 ammo.

Packed spores sporeclip : Amount of spores.

Flags


  • 128 : TOUCH Only : Pick this item up only by touching it.

  • 256 : USE Only : Pick this item up only by using it ('USE' key).

  • 512 : Can Use w/o LoS : Player can pick up this item even when it's not within his line of sight.

  • 1024 : Disable Respawn : Disables default item respawning.

  • 2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.

If either 'TOUCH only' and 'USE only' flags are selected, the item can only be collected via trigger, but only if player is the !activator.

Item can be collected on trigger, touch and use when none of flags above are selected.