prop_ragdoll

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This is a point entity available in all Source games.

Contents

Entity Description

A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • 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.
<integer> Starting position for ragdoll
<integer> Initial Bodygroup Setting - Specify the bodygroups. The ragdoll will initialize in this position.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • 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
  • angleOverride
<string> Filled in by the engine via wc_update_entity, do not edit by hand except to clear.
  • 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.

Flags

  • 4 : Debris - Don't collide with the player or other debris
  • 8192 : Allow Dissolve

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.
  • RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.
  • 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?
  • !FGD Ignite
  • !FGD SetBodyGroup
  • FadeAndRemove (New with Orange Box)
  • RagdollBoogie (New with Left 4 dead)

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.
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