ItemFunctions
Item
Interact with a currently targeted or held item
Syntax
Item [action]
-- Perform an action with the held item (kill, drop, throw, or use)
Item take,[attachmentpoint]
-- Take the item with a specified attachment point
Item throw,[attachmentpointdirection]
-- Throw the item at a specified attachmentpoint direction
Item kill,[blendtime]
-- Dematerialize the item in a specified amount of time then kill/destroy it
Warning
- "Item" also refers to weapon or corpse/limb pickups
- NPCs aren't able to pick up weapons off the ground, or interact them in any way in P3S, this is a bug
Note
Here's a list of all the action types:
take
, kill
, drop
, throw
, use
The attachmentpointdirection
parameter takes in the name of the attachment point that is related to the orientation of the NPC,
the only attachment point bone direction that is actually used in the p3s scripts is forward
.
🆙🪽 Postal III Ultrapatch-only feature
Human NPCs can use Item take
to take weapons.
Example
pt_default
{
actions
{
// In order to take an item you need to target the entity first!
TargetEntByName yummy_item
// Take the targeted item entity...
Item take,hand_right
// In order to interact with a held item you must target it first!
TargetItem 1
// Drop the held item...
Item drop
// Use the held item...
Item use
// Throw the held item forwards...
Item throw,forward
// Dematerialize the held item in 0.5 seconds and destroy/kill it...
Item kill,0.5
}
}
SpawnItem
Cause an existing p3_item_spawner
entity to spawn an item, and do stuff with the spawned item.
Syntax
SpawnItem [spawnername],[destinationtype],[attachmentpoint],[blendtime]
-- Spawn the held item
Note
Here's a list of all the destination types:
owner
, target
, caller
, point
The point
destination type uses the default p3_item_spawner
entity spawn logic
The attachmentpoint
parameter is any bone name of an NPC for example
The blendtime
parameter controls how fast the spawned item will take to fully "materialize"
The attachmentpoint
parameter does not need to be specified or nulled out if you use the point
destination type
Example
pt_default
{
actions
{
// Tell our cellphone spawner entity to spawn a cellphone item,
// make the owner us, and put it in our right hand...
SpawnItem "spawner_cellphone,owner,hand_right"
// Spawn a drocha item (pornworld jizz rag) using the
// default p3_item_spawner spawning logic, and fully materialize it in 0.5 seconds
SpawnItem spawn_droch,point,0.5
}
}