Prop physics respawnable: Difference between revisions

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(New templates, a bit of cleanup, might be in more games?)
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{{hl2dm point|prop_physics_respawnable}}
{{hl2dm point|prop_physics_respawnable}} This entity is the same as [[prop_physics]], except it respawns a set time after breaking/exploding.


{{note|In [[Counter-Strike: Global Offensive|CS:GO]] this entity is not in [[FGD]].}}
{{todo|This entity is {{not in FGD}} in every other game, but does it work?}}
==Entity description==
{{bug|Breaking this entity using a {{ent|trigger_hurt}} will crash the game.{{confirm}}}}
This entity is the same as [[prop_physics]], except it respawns a set time after breaking/exploding.
 
{{bug|Breaking this entity using a {{ent|trigger_hurt}} will crash the game.
{{note|Needs further testing.}} }}


== Keyvalues ==
== Keyvalues ==
{{KV|Respawn time (<code>RespawnTime</code>)|int|Amount in seconds this prop will respawn after it breaks.}}
{{KV BasePropPhysics}}
{{KV BasePropPhysics}}
{{KV RenderFields}}
{{KV RenderFields}}
{{KV|Respawn time|int|Amount in seconds this prop will respawn after it breaks.}}
{{KV BaseEntity}}


== Flags ==
== Flags ==
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{{I BasePropPhysics}}
{{I BasePropPhysics}}
{{I RenderFields}}
{{I RenderFields}}
{{I BaseEntity}}


== Outputs ==
== Outputs ==
{{O BasePropPhysics}}
{{O BasePropPhysics}}
{{O BaseEntity}}


==See also==
==See also==

Revision as of 19:06, 26 April 2021

Template:Hl2dm point This entity is the same as prop_physics, except it respawns a set time after breaking/exploding.

Todo: This entity is !FGD in every other game, but does it work?
Icon-Bug.pngBug:Breaking this entity using a trigger_hurt will crash the game.[confirm]  [todo tested in ?]

Keyvalues

Respawn time (RespawnTime) ([todo internal name (i)]) <integer>
Amount in seconds this prop will respawn after it breaks.
Note.pngNote:Page left for viewable history, content moved to prop_physics

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.


Flags

Note.pngNote:Page left for viewable history, content moved to prop_physics

Inputs

Ignite
Ignite, burst into flames.
IgniteLifetime <floatRedirectInput/float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integerRedirectInput/integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <floatRedirectInput/float>
Ignite with the given hitbox fire scale.
Note.pngNote:Page left for viewable history, content moved to prop_physics

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.


Outputs

Note.pngNote:Page left for viewable history, content moved to prop_physics


See also

prop_physics - Normal prop_physics entity.