Prop combine ball: Difference between revisions
Jump to navigation
Jump to search
Note:Default model:
Robotboy655 (talk | contribs) (→Inputs: fill in info about inputs) |
Pivotman319 (talk | contribs) mNo edit summary |
||
(6 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{CD|CPropCombineBall|file1=1}} | {{CD|CPropCombineBall|file1=1}} | ||
[[File: | [[File:prop_combine_ball Preview.png|thumb|right|250px|[[prop_combine_ball]] demo.]] | ||
{{distinguish|prop_energy_ball}} | {{distinguish|prop_energy_ball}} | ||
{{this is a| | {{this is a|model entity|game=Half-Life 2 series|game1=Portal series|name=prop_combine_ball}} It is a high-energy ball that disintegrates any organic material in its path. It is primarily found in the Citadel as an energy source, and weaponized by elite Combine soldiers. It can be constrained to other [[prop_physics|physics object]]s using [[phys_hinge|hinge]]s or other [[constraint]]s. It can also be configured to break when it takes enough damage. | ||
See {{code|[[func_combine_ball_spawner]]}} and {{code|[[point_combine_ball_launcher]]}} for an entity that spawns these. | |||
__NOTOC__ | __NOTOC__ | ||
Line 13: | Line 13: | ||
==Inputs== | ==Inputs== | ||
{{ | {{I|Explode|Explodes the pellet.}} | ||
{{ | {{I|FadeAndRespawn|Quietly fades out the combine ball in 0.1s, presumably so an associated ball launcher can spawn another one.|nofgd=1}} | ||
{{ | {{I|Socketed|''Unused behavior.'' In Episodic, invokes undefined Alyx response concept {{code|TLK_BALLSOCKETED}} and deletes this entity.|nofgd=1}} | ||
== Flags == | == Flags == |
Latest revision as of 16:22, 25 August 2025
![]() |
---|
CPropCombineBall |
![]() |

prop_combine_ball demo.
Not to be confused with prop_energy_ball.
prop_combine_ball
is a model entity available in Half-Life 2 series and
Portal series. It is a high-energy ball that disintegrates any organic material in its path. It is primarily found in the Citadel as an energy source, and weaponized by elite Combine soldiers. 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.
See func_combine_ball_spawner and point_combine_ball_launcher for an entity that spawns these.

models/effects/combineball.mdl
Keyvalues
- Name (targetname) <string>[ Edit ]
- 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
Inputs
- Explode
- Explodes the pellet.
- FadeAndRespawn !FGD
- Quietly fades out the combine ball in 0.1s, presumably so an associated ball launcher can spawn another one.
- Socketed !FGD
- Unused behavior. In Episodic, invokes undefined Alyx response concept TLK_BALLSOCKETED and deletes this entity.
Flags
- SF_COMBINE_BALL_BOUNCING_IN_SPAWNER : [65536] !FGD
ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_npc_dmg_combineball | 15 | ||
sk_combineball_guidefactor | 0.5 | ||
sk_combine_ball_search_radius | 512 | ||
sk_combineball_seek_angle | 15.0 | ||
sk_combineball_seek_kill | 0 |