Template:HLA KV BasePropPhysics: Difference between revisions
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(Created page with "{{minititle|HL:A BasePropPhysics}} {{KV|Min Damage to Hurt (minhealthdmg)|integer|The prop will ignore any damage events if the damage is less than this amount.}} {{KV|Shadow...") |
m (Fix old formatting on KV template that caused ??? to show. Also not sure if all this should really be in a template or just on the page itself (as it was just to mimic KV BasePropPhysics for Source 2)) |
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{{minititle|HL:A BasePropPhysics}} | {{minititle|HL:A BasePropPhysics}} | ||
{{KV|Min Damage to Hurt | {{KV|Min Damage to Hurt|intn=minhealthdmg|integer|The prop will ignore any damage events if the damage is less than this amount.}} | ||
{{KV|Shadow Cast Distance | {{KV|Shadow Cast Distance|intn=shadowcastdist|integer|Use this to override how far this object casts shadows. 0 = default distance.}} | ||
{{KV|Physics Impact Damage Scale | {{KV|Physics Impact Damage Scale|intn=physdamagescale|float|Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.<br>Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.}} | ||
{{KV|Impact damage type | {{KV|Impact damage type|intn=Damagetype|choices}} | ||
:{| class=standard-table | :{| class=standard-table | ||
! Value || Description | ! Value || Description | ||
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|} | |} | ||
{{KV|Damaging it Doesn't Push It | {{KV|Damaging it Doesn't Push It|intn=nodamageforces|choices|Used to determine whether or not damage should cause the brush to move.}} | ||
:{| class=standard-table | :{| class=standard-table | ||
! Value || Description | ! Value || Description | ||
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|} | |} | ||
{{KV|Accept damage from player held objects | {{KV|Accept damage from player held objects|intn=acceptdamagefromheldobjects|boolean|Set to true so the player can bash this with held props.}} | ||
{{KV|Scale Factor For Inertia | {{KV|Scale Factor For Inertia|intn=inertiaScale|float|Scales the angular mass of an object. Used to hack angular damage and collision response.}} | ||
{{KV|Mass Scale | {{KV|Mass Scale|intn=massScale|float|A scale multiplier for the object's mass.}} | ||
{{KV|Health Level to Override Motion | {{KV|Health Level to Override Motion|intn=damagetoenablemotion|integer|Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.}} | ||
{{KV|Physics Impact Force to Override Motion | {{KV|Physics Impact Force to Override Motion|intn=forcetoenablemotion|float|If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.}} | ||
{{KV|Sound to make when punted | {{KV|Sound to make when punted|intn=puntsound|sound}} | ||
{{KV|AI AddOn | {{KV|AI AddOn|intn=addon|string|If specified this object will use this addon behavior when installed in a composite AI}} | ||
{{KV|interactAs|string|comma-separated list of interaction layers}} | {{KV|interactAs|string|comma-separated list of interaction layers}} | ||
{{KV|Force Nav Ignore | {{KV|Force Nav Ignore|intn=forcenavignore|boolean|If set, NPCs will ignore this prop when navigating.}} | ||
{{KV|Force NPC Exclude | {{KV|Force NPC Exclude|intn=forcenpcexclude|boolean|If set, NPC movement will ignore this prop}} | ||
{{KV|Auto Convert back from Debris | {{KV|Auto Convert back from Debris|intn=auto_convert_back_from_debris|boolean|If set, this prop will automatically convert back to interactive debris after coming to rest as Debris.}} |
Latest revision as of 12:03, 19 June 2024
HL:A BasePropPhysics:
- Min Damage to Hurt (minhealthdmg) <integer>
- The prop will ignore any damage events if the damage is less than this amount.
- Shadow Cast Distance (shadowcastdist) <integer>
- Physics Impact Damage Scale (physdamagescale) <float>
- Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.
Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
- Impact damage type (Damagetype) <choices>
Value Description 0
Blunt 1
Sharp
- Damaging it Doesn't Push It (nodamageforces) <choices>
- Used to determine whether or not damage should cause the brush to move.
Value Description 0
No 1
Yes
- Accept damage from player held objects (acceptdamagefromheldobjects) <boolean>
- Set to true so the player can bash this with held props.
- Scale Factor For Inertia (inertiaScale) <float>
- Scales the angular mass of an object. Used to hack angular damage and collision response.
- Mass Scale (massScale) <float>
- A scale multiplier for the object's mass.
- Health Level to Override Motion (damagetoenablemotion) <integer>
- Health Level to Override Motion" : 0 : "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 (forcetoenablemotion) <float>
- If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.
- Sound to make when punted (puntsound) <sound>
- AI AddOn (addon) <string>
- If specified this object will use this addon behavior when installed in a composite AI
- Force Nav Ignore (forcenavignore) <boolean>
- If set, NPCs will ignore this prop when navigating.
- Force NPC Exclude (forcenpcexclude) <boolean>
- If set, NPC movement will ignore this prop
- Auto Convert back from Debris (auto_convert_back_from_debris) <boolean>
- If set, this prop will automatically convert back to interactive debris after coming to rest as Debris.