Prop physics teleprop: Difference between revisions

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(Created page with "{{toc-right}} {{this is a|e0|game=Black Mesa|name=prop_physics_teleprop}} A prop that physically simulates as a single rigid body. It can be constrained to other physics objec...")
 
m (Classifying as model entity)
 
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{{toc-right}}
{{CD|???|base=CPhysicsProp}}
{{this is a|e0|game=Black Mesa|name=prop_physics_teleprop}} A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
{{this is a|model entity|game=Black Mesa|name=prop_physics_teleprop}} A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
 
{{back | Black Mesa Level Creation}}
__NOTOC__
== Keyvalues ==
== Keyvalues ==
{{KV|_bHammerEntity|intn=m_bhammerentity|choices|
{{KV|_bHammerEntity|intn=m_bhammerentity|choices|
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*1: Yes}}
*1: Yes}}
{{KV|Ownner Portal Name|intn=m_szownnerportalname|target_destination|m_szOwnnerPortalName}}
{{KV|Ownner Portal Name|intn=m_szownnerportalname|target_destination|m_szOwnnerPortalName}}
{{KV BasePropPhysics}}
{{KV BaseAnimating}}
{{KV BaseEntity}}
== Flags ==
{{Fl BasePropPhysics}}
== Inputs ==
{{IO|Ignite|Ignite, burst into flames.}}
{{IO|IgniteLifetime|<code>Ignite</code> with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}}|param=float}}
{{IO|IgniteNumHitboxFires|<code>Ignite</code> with the given number of hitbox fires.|param=integer}}
{{IO|IgniteHitboxFireScale|<code>Ignite</code> with the given hitbox fire scale.|param=float}}
{{I BasePropPhysics}}
{{I BaseAnimating}}
{{I BaseEntity}}


== Outputs ==
{{OtherKIO|prop_physics}}
{{O BasePropPhysics|portal2=1|l4d2=1}}
{{O BaseEntity|l4d=1}}


== See also ==
== See also ==
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[[Category:Physics]]
[[Category:Physics]]
[[Category:Prop entities|physics teleprop]]

Latest revision as of 04:34, 19 May 2025

C++ Class hierarchy
???
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_physics_teleprop is a model entity available in Black Mesa Black Mesa. A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.

Black Mesa Level Creation

Keyvalues

_bHammerEntity (m_bhammerentity) <choices>
  • 0: No
  • 1: Yes
Ownner Portal Name (m_szownnerportalname) <targetname>
m_szOwnnerPortalName
Note.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_physics.

See also