Template:KV BasePropPhysics: Difference between revisions

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(removed Template:KV Targetname; targetname is already inherited from Template:KV Breakable)
(updates babes)
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{{ScrollBox|title=BasePropPhysics|
{{minititle|BasePropPhysics}}
; Min Damage to Hurt <code><[[int]]></code>
{{KV|Physics Impact Damage Scale (physdamagescale)|float|Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.}}
: The prop will ignore any damage events if the damage is less than this amount.
{{KV|Impact damage type (Damagetype)|bool|If true (1), damage type is sharp and the object can slice others.}}
; Shadow Cast Distance <code><int></code>
{{KV|Damaging it Doesn't Push It (nodamageforces)|bool|Whether damaging the entity applies force to it.}}
: Use this to override how far this object casts shadows. 0 means the default distance.
{{KV|Scale Factor For Inertia (inertiascale)|float|Scales the angular mass of an object. Used to hack angular damage and collision response. {{confirm|Doesn't actually affect ''inertia''?}}}}
; Physics Impact Damage Scale <code><[[float]]></code>
{{KV|Mass Scale (massscale)|float|Multiplier for the object's mass.}}
: Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
{{KV|Override Parameters (overridescript)|string|A list of physics keyvalues that are usually [[prop_data|embedded in the model]]. Format is <code>key,value,key,value,...</code>.}}
; Impact damage type <code><[[bool]]></code>
{{KV|Health Level to Override Motion (damagetoenablemotion)|int|If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.}}
: If true, damage type is sharp and the object can slice others.
{{KV|Physics Impact Force to Override Motion (forcetoenablemotion)|float|If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.}}
; Damaging it Doesn't Push It <code><bool></code>
: Whether damaging the entity applies force to it.
; Scale Factor For Inertia <code><float></code>
: Scales the angular mass of an object. Used to hack angular damage and collision response.
; Mass Scale <code><float></code>
: Multiplier for the object's mass.
; Override Parameters <code><[[string]]></code>
: A list of physics keyvalues that are usually [[prop_data|embedded in the model]]. Format is <code>key,value,key,value,...</code>
; Health Level to Override Motion <code><int></code>
: If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
; Physics Impact Force to Override Motion <code><float></code>
: If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
; {{EP1 add|puntsound <code><string></code>}}
: Sound to make when punted by the [[weapon_physcannon|Gravity Gun]].
{{KV Studiomodel}}
{{KV BreakableProp}}
{{KV BaseFadeProp}}
{{KV DXLevelChoice}}
{{KV DXLevelChoice}}
{{KV Angles}}
{{KV Global}}
}}

Revision as of 21:55, 11 September 2018

BasePropPhysics:

Physics Impact Damage Scale (physdamagescale) ([todo internal name (i)]) <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
Impact damage type (Damagetype) ([todo internal name (i)]) <boolean>
If true (1), damage type is sharp and the object can slice others.
Damaging it Doesn't Push It (nodamageforces) ([todo internal name (i)]) <boolean>
Whether damaging the entity applies force to it.
Scale Factor For Inertia (inertiascale) ([todo internal name (i)]) <float>
Scales the angular mass of an object. Used to hack angular damage and collision response.
Confirm:Doesn't actually affect inertia?
Mass Scale (massscale) ([todo internal name (i)]) <float>
Multiplier for the object's mass.
Override Parameters (overridescript) ([todo internal name (i)]) <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,....
Health Level to Override Motion (damagetoenablemotion) ([todo internal name (i)]) <integer>
If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.
Physics Impact Force to Override Motion (forcetoenablemotion) ([todo internal name (i)]) <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]