Prop ragdoll
From Valve Developer Community
This point-based entity is available in all Source games.
| Table of contents |
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Entity Description
A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model.
- See also Prop Types Overview.
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- model
- <studio> World Model (Maximum string length: 128)
- skin
- <integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
- disableshadows
- <boolean> Used to disable dynamic shadow casting from this entity.
- !FGD sequence
- <integer> Starting position for ragdoll
- !FGD body
- <integer> Initial Bodygroup Setting - Specify the bodygroups. The ragdoll will initialize in this position.
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities).
- mindxlevel
- <choices> Minimum DX Level
Literal Value Description 0 default (lowest) 70 dx7
- maxdxlevel
- <choices> Maximum DX Level
Literal Value Description 0 default (lowest) 60 dx6
- angleOverride
- <string> Filled in by the engine via wc_update_entity, do not edit by hand except to clear.
- fademindist
- <float> Start Fade Dist/Pixels - Distance at which the prop starts to fade. (-1 = Use fademaxdist.)
Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
- fademaxdist
- <float> End Fade Dist/Pixels - Max fade distance at which the prop is visible. (0 = Don't fade out.)
Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
- fadescale
- <float> Fade Scale - If you specify a fade in the worldspawn, or if the engine is running under dx7, the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. 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.
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Flags
- 4 : Debris - Don't collide with the player or other debris
- 8192 : Allow Dissolve
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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.
- Color <color255>
- Set the rendercolor.
- Alpha <byte>
- Set the renderamt.
- Skin <integer>
- Changes the model skin to the specified number.
- SetBodyGroup <integer>
- Set this prop's body group (from 0 - n). Changes the model body to the specified number.
- DisableShadow
- Turn shadow off.
- EnableShadow
- Turn shadow on.
- AlternativeSorting <bool> [Episode One Update]
- Used to attempt to fix sorting problems when rendering. True activates, false deactivates
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
