Prop interactions: Difference between revisions
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[[ | The '''physgun_interactions''' [[KeyValues]] block affects how a prop is handled by and responds to the [[weapon_physcannon|Gravity Gun]]. It is embedded in a model with the [[$keyvalues]] QC command. | ||
== | == Example == | ||
[[$keyvalues]] | [[$keyvalues]] | ||
Line 20: | Line 19: | ||
==Options== | ==Options== | ||
;preferred_carryangles <[[angles]]> | ;<code>preferred_carryangles <[[angles]]></code> | ||
:Sets the angles, relative to the player's orientation, at which the prop will be held when carried. | :Sets the angles, relative to the player's orientation, at which the prop will be held when carried. | ||
:This is used with the sawblades and propellers in [[Ravenholm]], as well as the turret NPCs in [[Nova Prospekt]]. | :This is used with the sawblades and propellers in [[Ravenholm]], as well as the turret NPCs in [[Nova Prospekt]]. | ||
;onworldimpact <choices> | ; <code>onworldimpact <choices></code> | ||
: | : ''When hitting something after being thrown by the gravity gun...'' (entities too, not just the world) | ||
:; <code>stick</code> | |||
:: Cling to / embed in the surface. | |||
:; <code>bloodsplat</code> | |||
:: Create a blood [[decal]] | |||
;onfirstimpact <choices> | ;<code>onfirstimpact <choices></code> | ||
: | : ''When you first hit something after being thrown...'' | ||
:; <code>break</code> | |||
:: Break on colliding with anything after being launched. | |||
:; <code>paintsplat</code> | |||
:: Applies paint decals to the first thing it hits after being launched. | |||
:; <code>impale</code> | |||
:: Impales whatever it first collides with after being launched. | |||
;<code>onlaunch <choices></code> | |||
: ''When flung by the gravity gun...'' | |||
:; Default | |||
: | :: Physgun applies random angular velocity to the prop as it launches. | ||
:; <code>spin_none</code> | |||
:: Prop does not spin when launched. | |||
:; <code>spin_zaxis</code> | |||
:: Prop should spin around the Z axis when launched by the physcannon. (e.g. Ravenholm propellers.) | |||
; <code>onbreak <choices></code> | |||
: ''When breaking because of being flung...'' | |||
:;explode_fire | |||
:: Ignite nearby enemies (that are flammable) | |||
;onbreak <choices> | ; <code>damage none</code> | ||
: | : Prop does not move when 'attacked' with the physgun. It may still take damage, but it won't move due to the impact. | ||
; <code>allow_overhead yes</code> | |||
: {{todo}} | |||
; <code>onpickup create_flare</code> | |||
: Emit a flare from the "fuse" attachment when picked up by the gravity gun. {{note|<code>HL2_EPISODIC</code> DLLs only; see <code>CBreakableProp::OnPhysGunPickup()</code>.}} | |||
;damage < | |||
: | |||
|} | |||
== See Also == | |||
* [[prop_data]] | |||
* [http://skew.telefragged.com/mods/hl2/ARGG/ Adnan's Rotational Grav Gun] - a 4MB demo mod that simply allows the player to control the "carryangles" of objects held by the Gravgun. | |||
[[Category:QC Keyvalues]] | [[Category:QC Keyvalues]] |
Revision as of 11:54, 17 September 2009
The physgun_interactions KeyValues block affects how a prop is handled by and responds to the Gravity Gun. It is embedded in a model with the $keyvalues QC command.
Example
$keyvalues { physgun_interactions { preferred_carryangles "0 0 0" onworldimpact stick onfirstimpact break onfirstimpact paintsplat onlaunch spin_zaxis onbreak explode_fire damage none } }
Options
preferred_carryangles <angles>
- Sets the angles, relative to the player's orientation, at which the prop will be held when carried.
- This is used with the sawblades and propellers in Ravenholm, as well as the turret NPCs in Nova Prospekt.
onworldimpact <choices>
- When hitting something after being thrown by the gravity gun... (entities too, not just the world)
stick
- Cling to / embed in the surface.
bloodsplat
- Create a blood decal
onfirstimpact <choices>
- When you first hit something after being thrown...
break
- Break on colliding with anything after being launched.
paintsplat
- Applies paint decals to the first thing it hits after being launched.
impale
- Impales whatever it first collides with after being launched.
onlaunch <choices>
- When flung by the gravity gun...
- Default
- Physgun applies random angular velocity to the prop as it launches.
spin_none
- Prop does not spin when launched.
spin_zaxis
- Prop should spin around the Z axis when launched by the physcannon. (e.g. Ravenholm propellers.)
onbreak <choices>
- When breaking because of being flung...
- explode_fire
- Ignite nearby enemies (that are flammable)
damage none
- Prop does not move when 'attacked' with the physgun. It may still take damage, but it won't move due to the impact.
allow_overhead yes
- [Todo]
onpickup create_flare
- Emit a flare from the "fuse" attachment when picked up by the gravity gun.
Note:
HL2_EPISODIC
DLLs only; seeCBreakableProp::OnPhysGunPickup()
.
See Also
- prop_data
- Adnan's Rotational Grav Gun - a 4MB demo mod that simply allows the player to control the "carryangles" of objects held by the Gravgun.