prop_physics_multiplayer

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prop_physics_multiplayer is a point entity available in all Source games. It is identical to prop_physics except that it bounces away from collision (if sv_turbophysics is enabled), which helps to avoid the prediction errors that normal physics objects typically generate.

See also

Keyvalues

Physics Mode <choices> (New with Orange Box)
Sets the physics mode used by the prop.
  • Solid, pushes the player away.
  • Non-solid, but gets pushed away by the player.
  • Non-solid, clientside simulated only.

RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.

BasePropPhysics:

Min Damage to Hurt <int>
The prop will ignore any damage events if the damage is less than this amount.
Shadow Cast Distance <int>
Use this to override how far this object casts shadows. 0 means the default distance.
Physics Impact Damage Scale <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
Impact damage type <bool>
If true, damage type is sharp and the object can slice others.
Damaging it Doesn't Push It <bool>
Whether damaging the entity does applies force to it.
Scale Factor For Inertia <float>
Scales the angular mass of an object. Used to hack angular damage and collision response.
Mass Scale <float>
Multiplier for the object's mass.
Override Parameters <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,...
Health Level to Override Motion <int>
If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
Physics Impact Force to Override Motion <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
puntsound <string>
Sound to make when punted by the Gravity Gun.

Studiomodel:

World Model <string>
The model this entity should appear as. 128-character limit.
Skin <int>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

BreakableProp:

Pressure Delay <float>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.

Breakable:

Explosion Damage <float>
Explosion Radius <float>
If both values are non-zero, when the entity breaks it will create an explosion causing the specified amount of damage over the specified radius.
Performance Mode <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
  • Normal
  • Limit Gibs
  • Full Gibs on All Platforms

DamageFilter:

Damage Filter <targetname>
Name of the filter_damage_type that controls what damages this entity.

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

Targetname:

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

BaseFadeProp:

Start Fade Dist <float>
End Fade Dist <float>
Distances at which the prop start and finish fading.
  • If start fade is <0, the prop will disappear instantly when end fade is hit.
  • If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
The values will scale appropriately if the prop is in a 3D Skybox.
Fade Scale <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.

DXLevelChoice:

Minimum DX Level <choices>
Maximum DX Level <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Don't use this with anything that will break saved games should a player switch dxlevel!
  • Default (no bounding)
  • DX7
  • DX8
  • DX8.1
  • DX9 SM2
  • DX9 SM3

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.

Targetname:

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

Flags

  • Start Asleep
  • Don't take physics damage
  • Debris - Don't collide with the player or other debris
  • Motion Disabled
  • Break on Touch
  • Break on Pressure
  • Enable motion on Physcannon grab
  • Not affected by rotor wash
  • Generate output on +USE
  • Prevent pickup
  • Prevent motion enable on player bump
  • Debris with trigger interaction
  • Force server-side (Multiplayer only; see sv_pushaway_clientside_size.)
  • Physgun can ALWAYS pick up. No matter what.

Inputs

Ignite
Burst into flames.
IgniteLifetime <float>
Ignite, with the given lifetime. To do: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <int>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <float>
Ignite with the given hitbox fire scale.

RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.

BasePropPhysics:

Wake
Sleep
Manually take the prop in or out of sleep mode. Props sleep after coming to rest and wake if affected by an external force.
EnableMotion
DisableMotion
Props with motion disabled will not move under any circumstances.
DisableFloating
Disable fluid/floating simulation.
SetBodyGroup <int>
Set this prop's body group.
physdamagescale <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
EnableDamageForces
DisableDamageForces
Whether damaging the entity does applies force to it.
EnablePuntSound
DisablePuntSound
Allow/prevent this prop from playing its own sound when punted

Studiomodel:

Skin <int>
Changes the model's skin to the specified number.
SetBodyGroup <int>
Set the model's body group.
EnableShadow
DisableShadow
Control the model's cheap render-to-texture shadow.
AlternativeSorting <bool>
Used to attempt to fix sorting problems when rendering. To do: What is the effect?

Breakable:

Break
Removes the entity from the server and creates its gibs on the client.
SetHealth <int>
Sets the breakable's health (zero means break).
AddHealth <int>
RemoveHealth <int>
Adds to/removes from the breakable's health.
EnablePhyscannonPickup
DisablePhyscannonPickup
Allows/prevents the Gravity Gun to pick the breakable up.
SetMass <float>
Set mass of this object. To do: In what unit?

DamageFilter:

SetDamageFilter <targetname>
Sets the entity to use as damage filter. Pass an empty string ("") to clear.

Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

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.

Outputs

BasePropPhysics:

OnMotionEnabled
Motion has been enabled on the prop, either via the "Health Level to Override Motion" keyvalue or from the EnableMotion input.
OnAwakened
The prop has woken (force has been applied to it while it was asleep, or the wake input has been called).
OnPhysGunOnlyPickup
Player has picked the prop up with the Gravity Gun.
OnPlayerPickup
Player has picked the prop up with +USE or the Gravity Gun.
OnPhysGunDrop
Player has dropped the prop (from either hands or Gravity Gun). (activator is the player)
OnPlayerUse
Player has +USEd the prop. (activator is the player)
Note:This output will fire only if the "Generate output on +USE" spawnflag is set.
OnOutOfWorld (New with Orange Box)
Not in a leaf?
OnHealthChanged (New with Orange Box)
OnTakeDamage (New with Orange Box)

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.
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