Template:KV BasePropPhysics: Difference between revisions
Jump to navigation
Jump to search
(removed Template:KV Targetname; targetname is already inherited from Template:KV Breakable) |
(updates babes) |
||
Line 1: | Line 1: | ||
{{ | {{minititle|BasePropPhysics}} | ||
{{KV|Physics Impact Damage Scale (physdamagescale)|float|Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.}} | |||
{{KV|Impact damage type (Damagetype)|bool|If true (1), damage type is sharp and the object can slice others.}} | |||
{{KV|Damaging it Doesn't Push It (nodamageforces)|bool|Whether damaging the entity applies force to it.}} | |||
{{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''?}}}} | |||
{{KV|Mass Scale (massscale)|float|Multiplier for the object's mass.}} | |||
{{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>.}} | |||
{{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.}} | |||
{{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.}} | |||
{{KV DXLevelChoice}} | {{KV DXLevelChoice}} | ||
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?
- 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
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;
only) !FGD
- 95 - DirectX 9 Shader Model 3 (in all games since
)
- 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD