env_physexplosion

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This is a point entity available in all Source games.

Contents

Entity Description

Env_physexplosion applies a physical force to physics objects within its radius, anything from a gentle nudge to a big explosion, depending on its magnitude. The explosion itself is not visible; for visible explosions, use env_explosion.

If the No Damage - Only Force flag isn't set, the object will also take damage from the explosion. (Damage is applied to the object only - the explosion will never directly damage the player.)

env_physexplosions set to emit a fairly low force can be useful to get lights swinging or floating debris moving.

Availability

This point-based entity is available in: all Source games. In code it is represented by class CPhysExplosion, defined in physobj.cpp.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • magnitude
<float> Amount of physics force applied by the explosion.
Note:The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity.
  • radius
<float> Clamp radius (0 = auto) If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
  • targetentityname
<target_destination> If specified, the explosion will only affect the matching entity.
  • inner_radius
<float> If not zero, the LOS is calculated from a point intersecting this sphere.

Flags

  • 1 : No Damage - Only Force
Don't make the object take damage from the explosion.
  • 2 : Push players
  • 4 : Push radially - not as a sphere
  • 8 : Test LOS before pushing
  • 16 : Disorient player if pushed

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • Explode
Trigger the explosion.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnPushedPlayer
Fires when the player is pushed by the explosion.
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