env_physexplosion
From Valve Developer Community
This point entity is 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
- The name that other entities refer to this entity by.
- hammerid <integer> (New with Orange Box)
- Read-only ID used for debugging purposes in Hammer.
- parentname <target_destination>
- Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities mimic the movements of 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 (New with Episode One)
- <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 (New with Episode One)
- 4 : Push radially - not as a sphere (New with Episode One)
- 8 : Test LOS before pushing (New with Episode One)
- 16 : Disorient player if pushed (New with Episode One)
Inputs
- Kill
- Removes this entity from the world.
- 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 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <string> (New with Episode One)
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
- Removes this entity from its current movement hierarchy.
- Explode
- Trigger the explosion.
Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
- OnKilled (New with Left 4 Dead)
- Fired when the entity is killed and removed from the game.
- OnPushedPlayer (New with Episode One)
- Fires when the player is pushed by the explosion.

