func_physbox
Class hierarchy |
---|
CPhysBox |
physobj.cpp
|
func_physbox
is a brush entity available in all Source games.
It is treated as a physics object.
Warning:Trying to spawn this entity without a model crashes the game. (for example by
ent_create
without the model parameter or with it improperly filled)Contents
Keyvalues
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Impact Damage Type
(Damagetype)
<choices> - Sets the "sharpness" of the brush. Sharp objects are far more damaging.
- 0 : Blunt
- 1 : Sharp
- Mass Scale
(massScale)
<float> - A scale multiplier for the object's mass. Use the convar
sv_massreport 1
to see the actual mass of the object ingame. - Override Parameters
(overridescript)
<string> - A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.
- Health Level to Override Motion
(damagetoenablemotion)
<integer> - 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
(forcetoenablemotion)
<float> - If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.
- Strength
(health)
<integer> - Number of points of damage to take before breaking. 0 means don't break.
- Preferred Player-carry Angles
(preferredcarryangles)
<vector> - If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE.
- Not solid to world
(notsolid)
<choices> - If set, the object will pass through world geometry.
- 0 : Solid to World
- 1 : Passes through World
Breakable (brush):
- Prop Data
(propdata)
<choices> - Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. If set, it will override this entity's health and damage taken from various weapons. See prop_data base types for what each entry specifies.
|
- Strength/Health
(health)
<integer> - The damage to take before breaking. The brush will not break from damage if this is 0.
- Material Type
(material)
<choices> - Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
|
- Gibs Direction
(explosion)
<choices> - Used to decide which direction to throw gibs when broken.
|
- Precise Gib Direction
(gibdir)
<angle> - An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
- Damaging it Doesn't Push It
(nodamageforces)
<boolean> - When enabled the brush will move in response to damage.
- Gib Model
(gibmodel)
<model path> - Used by HL1Port to specify a custom gib model to break into, overriding the Material Type.
- Spawn On Break
(spawnobject)
<choices> - When broken, an entity of the selected type will be created. Note:Only these entities may be spawned. This can be fixed by modifying func_break.cpp.
|
- Explode Magnitude
(explodemagnitude)
<integer> - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
|
Breakable (common):
- Performance Mode
(PerformanceMode)
<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
|
- Min Damage to Hurt
(minhealthdmg)
<integer> - If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay
(PressureDelay)
<float> - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health
(health)
<integer> - How close to breaking the object is.
- Maximum Health
(max_health)
<integer> - Health cannot exceed this amount.
- Physics Impact Damage Scale
(physdamagescale)
<float> - Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
- Breakable By
(BreakableType)
<choices> (only in )
|
Flags
Breakable (brush):
- Only Break on Trigger : [
1
] - Break on Touch : [
2
] - Break on Pressure : [
4
] - Break immediately on Physics : [
512
] - Don't take physics damage : [
1024
] - Don't allow bullet penetration : [
2048
] - Start Asleep : [
4096
] - Ignore +USE for Pickup : [
8192
] - Debris - Don't collide with the player or other debris : [
16384
] - Motion Disabled : [
32768
] - Use Preferred Carry Angles : [
65536
] - Enable motion on Physcannon grab : [
131072
] - Not affected by rotor wash : [
262144
] - Generate output on +USE : [
524288
] - Physgun can ALWAYS pick up. No matter what. : [
1048576
] - Physgun is NOT allowed to pick this up. : [
2097152
] - Physgun is NOT allowed to punt this object. : [
4194304
] - Prevent motion enable on player bump : [
8388608
]
Inputs
Wake
- Wake up this physics object, if it is sleeping.
Sleep
- Put this physics object to sleep. It will wake if given the
Wake
input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this.
EnableMotion
- Enable physics motion/collision response.
DisableMotion
- Disable physics motion/collision response.
ForceDrop
- If this object is being carried by a player, with the physgun or +USE, force it to be dropped.
BreakableBrush:
Break
- Breaks the breakable.
SetHealth
<integer>- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth
<integer>- Adds health to the breakable.
RemoveHealth
<integer>- Removes health from the breakable.
SetMass
<float>- Damaging the entity applies physics forces to it.
Outputs
OnDamaged
- Fired when this entity is damaged.
OnAwakened
- Fired when this entity becomes awake (collision/force is applied).
OnMotionEnabled
- Fired when motion is enabled due to damage/physcannon/force.
OnPhysGunPickup
- Fired when a player picks this object up, either with the physgun or +USE.
OnPhysGunPunt
- Fired when a player punts this object with the physgun.
OnPhysGunOnlyPickup
- Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.
OnPhysGunDrop
- Fired when a player drops this object.
OnPlayerUse
- Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set.
BreakableBrush:
OnBreak
- Fired when this object breaks.
!activator
is whatever breaks the object.
OnHealthChanged
<float>- Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
See also
func_physbox_multiplayer
- Collapsing_tower - a prefab that demonstrates some creative usage of func_physboxes.
- Prop Footsteps - a tutorial on the subject, demonstrating essential code for when players walk on entities like this (it's not ignored during footstep sound computation).