physics_cannister

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This is a point entity available in all Source games.

Contents

Entity Description

A physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode.

In code it is represented by class CPhysicsCannister, defined in physics_cannister.cpp.

Keyvalues

  • Targetname:

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

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • model
<studio> World model.
  • expdamage
<string> The amount of damage done by the explosion created when the cannister blows up.
  • expradius
<string> The radius of the explosion to create when the cannister blows up.
  • health
<integer> The amount of damage the cannister takes before exploding.
  • thrust
<string> When the cap has been blown off, and the escaping gas is thrusting the cannister about, this is the amount of thrust generated.
  • fuel
<string> The amount of time that gas leaks from the cannister before being considered empty.
  • rendercolor
<color255> Smoke Color (R G B).
  • renderamt
<integer> Smoke Alpha (0 - 255).
  • gassound
<sound> The sound played when the gas is escaping from the cannister.

Flags

  • 1 : Start Asleep
  • 2 : Explodes

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.
  • Activate <string>
Start gas escaping from the cannister.
  • Deactivate <string>
Stop gas escaping from the cannister.
  • Explode <string>
Force the cannister to explode.
  • Wake
Wakes up the cannister, if it is sleeping.

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.
  • OnActivate
Fired when gas starts to escape from the cannister. (activator is the activator)
  • OnAwakened
Fired when this entity becomes awake (collision/force is applied).
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