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	<id>https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Weaponbox</id>
	<title>Weaponbox - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Weaponbox"/>
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	<updated>2026-04-24T18:24:14Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Weaponbox&amp;diff=310&amp;oldid=prev</id>
		<title>GeckonCZ: Import of converted entguide pages from Sven Manor.</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Weaponbox&amp;diff=310&amp;oldid=prev"/>
		<updated>2019-01-27T22:29:38Z</updated>

		<summary type="html">&lt;p&gt;Import of converted entguide pages from Sven Manor.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
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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.&lt;br /&gt;
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== Keyvalues ==&lt;br /&gt;
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{{Entity_keyvalue|Gravity Setting|movetype|Determines how items behave after spawn. &amp;#039;Fall to the ground&amp;#039; makes entity fall to first brush beneath it. Note that not all entities with collision may block items to fall through them. Set &amp;#039;Hover in the air&amp;#039; so items won&amp;#039;t move or fall from it&amp;#039;s starting position.}}&lt;br /&gt;
{{Entity_keyvalue|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.}}&lt;br /&gt;
{{Entity_keyvalue|Skin|skin|Model skin to use, if model have multiple skins.}}&lt;br /&gt;
{{Entity_keyvalue|Body|skin|Model body to use, if model have multiple bodies.}}&lt;br /&gt;
{{Entity_keyvalue|Sequence Name|skin|Default model sequence name to set.}}&lt;br /&gt;
{{Entity_keyvalue|Animation Sequence (Number)|skin|Change model sequence by specifying it&amp;#039;s number.}}&lt;br /&gt;
{{Entity_keyvalue|Custom min hullsize (X Y Z)|minhullsize|If set, this will overwrite the monster&amp;#039;s default minimum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster&amp;#039;s collision hull. Think of them as two span-vectors originating from the monster&amp;#039;s origin.}}&lt;br /&gt;
{{Entity_keyvalue|Custom max hullsize (X Y Z)|maxhullsize|If set, this will overwrite the monster&amp;#039;s default maximum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster&amp;#039;s collision hull. Think of them as two span-vectors originating from the monster&amp;#039;s origin.}}&lt;br /&gt;
{{Entity_keyvalue|Sound Replacement File|soundlist|Set the path to a sound replacement file for the weaponbox. The path begins in &amp;#039;svencoop/sound/mapname&amp;#039;, whereas &amp;#039;mapname&amp;#039; would be your map&amp;#039;s name. You can go to the parent directory using &amp;#039;../&amp;#039;. A valid sound replacement file contains one or more lines with two sound-paths, which are seperated 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 &amp;#039;../&amp;#039; in that case. These sounds do not need to be precached using a custom_precache point entity.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Respawn Time|m_flCustomRespawnTime|Customize pickup respawn delay in seconds.&lt;br /&gt;
&lt;br /&gt;
Lot&amp;#039;s of self-explanatory keyvalues for ammo supply (value of all ammo types is an exact amount of ammo).}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|128|TOUCH only|Pick weapon up only by touching it.}}&lt;br /&gt;
{{Entity_flag|256|USE only|Pick weapon up only by using it (&amp;#039;USE&amp;#039; key).}}&lt;br /&gt;
{{Entity_flag|512|Can use w/o LoS|Player can pick up this weapon even when it&amp;#039;s not in his line of sight.}}&lt;br /&gt;
{{Entity_flag|1024|Disable respawn|Disables default item respawning.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
If either &amp;#039;TOUCH only&amp;#039; and &amp;#039;USE only&amp;#039; flags are selected, the item can only be collected via trigger, but only if player is the !activator.&lt;br /&gt;
Item can be collected on trigger, touch and use when none of flags above are selected.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
5.0 Steam Release: Added &amp;#039;Custom Respawn Time&amp;#039; keyvalue, &amp;#039;TOUCH only&amp;#039;, &amp;#039;USE only&amp;#039;, &amp;#039;Can use w/o LoS&amp;#039; flags.5.05: Added rockets key to allow rockets to be picked up from weapon box.&lt;br /&gt;
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{{entity_title}}&lt;br /&gt;
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[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
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