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.
Note:The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity.
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{{base point|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}}. | {{base point|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}}. | ||
{{ | {{tip|Use this at a low force on hanging objects like lights or bodies to make them sway.}} | ||
{{code class|CPhysExplosion|physobj.cpp}} | {{code class|CPhysExplosion|physobj.cpp}} |
Revision as of 09:51, 29 September 2018
Template:Base point 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.

Flags
- 1: No Damage - Only Force (Players are not ever damaged by the explosion (regardless of this flag), only objects.)
- 2: Push players
- 4: Push radially - not as a sphere (Radially meaning as a circle/cylinder. No upward or downward force will be generated.)
- 8: Test LOS before pushing
- 16: Disorient player if pushed
Keyvalues
- Magnitude (magnitude) ([todo internal name (i)]) <string>
- Amount of physics force applied by the explosion.

- Clamp Radius (0 = auto) (radius) ([todo internal name (i)]) <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) ([todo internal name (i)]) <targetname>
- If specified, the explosion will only affect the matching entity.
- Inner radius (inner_radius) ([todo internal name (i)]) <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.