Env physexplosion: Difference between revisions
		
		
		
		
		
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 Tip:Use this at a low force on hanging objects like lights or bodies to make them sway.
Tip:Use this at a low force on hanging objects like lights or bodies to make them sway.
		
	
| m (Reverted edit of LicnaMonro, changed back to last version by JeffLane) | m (Substituted IO templates) | ||
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| {{ | {{LanguageBar}} | ||
| {{ | {{CD|CPhysExplosion|file1=physobj.cpp}} | ||
| {{this is a|point entity|name=env_physexplosion|sprite=1}} | |||
| It applies a physical force to physics objects within its radius, anything from a gentle nudge to a big explosion, depending on its magnitude. The explosion itself is not visible; for visible explosions, use {{ent|env_explosion}}. | |||
| {{toc-right}} | |||
| {{tip|Use this at a low force on hanging objects like lights or bodies to make them sway.}} | |||
| == | ==Flags== | ||
| {{fl|1|No Damage|Only Force (Players are not ever damaged by the explosion (regardless of this flag), only objects.)}} | |||
| {{fl|2|Push players|}} | |||
| {{fl|4|Push radially|not as a sphere (Radially meaning as a circle/cylinder. No upward or downward force will be generated.)}} | |||
| {{fl|8|Test [[LOS]] before pushing|}} | |||
| {{fl|16|Disorient player if pushed|}} | |||
| {{ | |||
| {{ | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV Targetname}} | |||
| {{KV|Magnitude|intn=magnitude|string|Amount of physics force applied by the explosion. | |||
| :{{note|The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity.}}}} | |||
| {{KV|Clamp Radius (0 {{=}} auto)|intn=radius|string|If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.}} | |||
| {{KV|Limit to Entity|intn=targetentityname|target_destination|If specified, the explosion will only affect the matching entity.}} | |||
| {{KV|Inner radius|intn=inner_radius|float|If not zero, the [[LOS]] is calculated from a point intersecting this sphere.}} | |||
| ==Inputs== | ==Inputs== | ||
| {{I|Explode|Trigger the explosion.}} | |||
| {{I|ExplodeAndRemove|since=p2|Trigger the explosion, then remove the entity.}} | |||
| ==Outputs== | ==Outputs== | ||
| {{O|OnPushedPlayer|Fires when the player is pushed by the explosion.}} | |||
| [[Category:Physics]] | |||
Latest revision as of 21:43, 19 April 2025
|  Class hierarchy | 
|---|
| CPhysExplosion | 
|  physobj.cpp | 

env_physexplosion  is a   point entity  available in all  Source games.
 Source games.
It applies a physical force to physics objects within its radius, anything from a gentle nudge to a big explosion, depending on its magnitude. The explosion itself is not visible; for visible explosions, use env_explosion.
 Tip:Use this at a low force on hanging objects like lights or bodies to make them sway.
Tip:Use this at a low force on hanging objects like lights or bodies to make them sway.Flags
- No Damage : [1]
- Only Force (Players are not ever damaged by the explosion (regardless of this flag), only objects.)
- Push players : [2]
- Push radially : [4]
- not as a sphere (Radially meaning as a circle/cylinder. No upward or downward force will be generated.)
- Test LOS before pushing : [8]
- Disorient player if pushed : [16]
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Magnitude (magnitude) <string>
- Amount of physics force applied by the explosion.
 Note:The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity. Note:The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity.
- Clamp Radius (0 = auto) (radius) <string>
- If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
- Limit to Entity (targetentityname) <targetname>
- If specified, the explosion will only affect the matching entity.
- Inner radius (inner_radius) <float>
- If not zero, the LOS is calculated from a point intersecting this sphere.
Inputs
- Explode
- Trigger the explosion.
- ExplodeAndRemove   (in all games since  ) )
- Trigger the explosion, then remove the entity.
Outputs
- OnPushedPlayer
- Fires when the player is pushed by the explosion.


























