entityguide‎ > ‎

item

Go to keyvalues/flags...

Preview Description
item_airtank
The Air Tank is a non-collectible item which provides any player touching it with an additional
12 seconds worth of air when swimming underwater. It recharges 30 seconds after use and is destructible.
It has 20 health points. Causes an explosion when destroyed and never respawns.
item_antidote
This item is an antidote against poison damage. Unimplemented in Half-Life but is functional in Sven Co-op.
The usefulness of this item is questionable, as there are no strong, long-lasting poison damage-effects in game.

item_armorvest
Armor Vest implemented specially for Blue Shift campaign support. Provides 25 armor points.
item_battery
Gives the player 25 armor points, by default. The additional armor will be drained by one point every two seconds
if it's over the limit.
item_generic
Widely used as a reliable way to display prop models in the map. This item ignores all player touch (even if flag selected) and can be only triggered by use when appropriate flag is selected. For custom items that recognizes collision use item_security with custom model. For item that can be also stored in inventory and add additional effects to carrier use item_inventory.
item_healthkit
Returns 25 health points to the player, by default. The additional health will be drained by one point every two seconds if it's over the limit.
item_helmet
Black Mesa Security Helmet specially for Blue Shift campaign support. Provides 25 armor points.
item_inventory
Implemented in Sven Co-op 5.0, provides custom item with customizable functionality that is added to player inventory. Check the whole entity info here: 
item_inventory.
item_longjump
The Long Jump Module allows the player to jump over large distances and gaps and travel at a much faster pace,
as well as climb upon slightly higher objects as without it. To use it, walk forwards, begin to crouch (keep running forward) and jump before going fully crouched.
item_secutrity
This works exactly the same way as item_generic does, except that this entity will automatically remove itself from the game when touched, so it allows to create custom collectibles by specifying custom model name.
item_suit
The Hazardous Environment (H.E.V.) Protection Suit, which allows the player to use item_battery, as well as giving him a crosshair to aim and a fully functional Head-up display (HUD) featuring health, armor, ammunition, damage and flashlight power indicators. Private flag:

Keyvalues


"
Gravity Setting", movetype :
Determines how items behave after spawn. 'Fall to the ground' makes entity fall to first brush beneath it. Note that not all entities with collision may block items to fall through them. Set 'Hover in the air' so items won't fall from it's
starting position. You can also set 'Hover in the air, ignore brush collision' so item won't be affected by brush collision.
Use 'Unmoveable' to make item completely unmovable by any external influence, unless changed at runtime by e.g. trigger_changevalue.

"Custom Model", model :
You can set the custom model (w_model) for this item here. That will NOT replace default v_model and p_model of item.

"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.

"Scale", scale:
Scale multiplierfor this model.

"Animation Sequence (Number)", sequence:
Change model sequence by specifying it's number.

"Custom min hullsize (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 hullsize (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.

"Custom Respawn Time", m_flCustomRespawnTime :
Customize pickup respawn delay in seconds.

Item-Specific Keyvalues


"Solid Setting
<item_generic only>solid :
Determines item solidity. 'Hollow' disables solidity completely. 'Touch on Edge, non-blocking' is default setting that makes
item behave as trigger. 'Touch on Edge, blocking' makes item solid, it enables collision but requires hull sizes to be specified.

"
Charge Supplied" <item_battery only>health :
Custom armor points to give player instead of default ones.

"Charge Cap" <item_battery only>healthcap :
Amount of armor points over the maximum armor limit this item can provide. 

"Health Supplied" <item_healthkit only>health :
Custom health points to give player instead of default ones.

"Health Cap" <item_healthkit only>healthcap :
Amount of health points over the maximum armor limit this item can provide. 


Flags


1
: "Short Logon": Shorter H.E.V. Suit (item_suit) audio assistant.

128: "TOUCH only": Pick item up only by touching it. Doesn't work on item_generic.

256: "USE only": Pick item up only by using it ('USE' key). For item_generic select this flag to make it possible to be used.

512: "Can use w/o LoS": Player can pick up this item even when it's not in his line of sight (normally it's required with USE only flag).

1024: "Disable respawn": Disables default item respawning.

Notes

      • As all weapon-, ammo- and item- entities, this respawns after 15 seconds.
      • If "Touch only" and "Use only" flags are selected, the item can only be collected by trigger. When those flags are not selected, 
        the item also can be collected by trigger, but only if player is the !activator.

      Changes
          • 5.0 Steam Release: Added 'Custom Respawn Time' keyvalue, 'TOUCH only', 'USE only' and 'Can use w/o LoS' flags, added chargers custom settings.
          • 5.23: Added 'Unmoveable' to Gravity Settings.
          • 5.23: Added 'Solid Setting' keyvalue for item_generic.


          Comments