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.
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 : Non-functional in item_generic.
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'
Render Mode rendermode : Render mode determines how this entity is rendered.
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.
Solid Setting solid : Determines item solidity.
Custom Model model : You need to specify model of item_generic.
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 : Model size scale, higher values for bigger model. Hull is resized as well.
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 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 '../' in that case. These sounds do not need to be precached using a custom_precache point entity.
Target target : Non-functional in item_generic.
Delay Before Trigger delay : Delay before trigger entity specified in "Target".
Kill Target killtarget : Non-functional in item_generic.
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.