Prop exploding futbol: Difference between revisions

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(This is in the default FGD)
(these are used as the final game's bombs, also they're in the default FGD)
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[[File:prop_exploding_futbol_spawner.jpg|thumb|In-game screenshot of a [[prop_exploding_futbol_spawner]], holding a spawned prop_exploding_futbol.]]


{{portal2 point|prop_exploding_futbol}}  
{{portal2 point|prop_exploding_futbol}} It creates a bomb that explodes on contact with any solid object. These are used near the end of the campaign, where they are either spawned from a {{ent|point_template}} (for bomb droppers) or fired from a {{ent|point_futbol_shooter}} (for Wheatley's battle).
 
==Entity description==
It creates a bomb that explodes as soon as it touches the world or any player/NPC. This is spawned by a [[prop_exploding_futbol_spawner]], but can also be placed manually for whatever reason it needs to be.
 
== FGD Code ==
<source lang="text">
@PointClass base(BasePropPhysics, Breakable) sphere(fademindist) sphere(fademaxdist) studio("models/npcs/personality_sphere_angry.mdl") = prop_exploding_futbol :
"Exploding futbol"
[
spawnflags(flags) =
[
256 : "????" : 1
512 : "????" : 1
]
 
ExplodeOnTouch(boolean) : "Explode on touch" : 1 : "Explode futbol when touching a surface?"
 
input Explode(void) : "Explode futbol"
]
</source>


==Flags==
==Flags==
* 256 : ????
* 512 : ????
{{Fl BasePropPhysics}}
{{Fl BasePropPhysics}}


==Keyvalues==
==Keyvalues==
{{KV|Explode on touch|boolean|<code>Explode</code> futbol when touching a surface?}}
{{KV|Explode on touch|intn=explodeontouch|boolean|If the bomb should explode when it touches something.}}
{{KV BreakableProp|nohl2=1}}
{{KV BreakableProp|nohl2=1}}
{{KV BasePropPhysics}}
{{KV BasePropPhysics}}
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==Inputs==
==Inputs==
{{IO|Explode|Explode futbol}}
{{IO|Explode|Explodes the bomb.}}
{{I BasePropPhysics}}
{{I BasePropPhysics}}
{{I BreakableProp|nohl2=1}}
{{I BreakableProp|nohl2=1}}
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==See also==
==See also==
* [[prop_exploding_futbol_spawner]]
* {{ent|prop_glass_futbol}}, a related but unused entity.
* [[prop_glass_futbol]]

Revision as of 14:00, 24 July 2022

Template:Portal2 point It creates a bomb that explodes on contact with any solid object. These are used near the end of the campaign, where they are either spawned from a point_template (for bomb droppers) or fired from a point_futbol_shooter (for Wheatley's battle).

Flags

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Keyvalues

Explode on touch (explodeontouch) <boolean>
If the bomb should explode when it touches something.

BreakableProp:

Explosion Damage (ExplodeDamage) <float>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
Explosion Radius (ExplodeRadius) <float>
If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
Break Model Message (BreakModelMessage) <string> (only in Source 2013)
"If set, will use this break model message instead of the normal break behavior."

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices
  • 0: Normal
  • 1: No Gibs
  • 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
  • 3: Reduced gibs
Min Damage to Hurt (minhealthdmg) <integer>
If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
Pressure Delay (PressureDelay) <float>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Health (health) <integer>
How close to breaking the object is.
Maximum Health (max_health) <integer>
Health cannot exceed this amount.
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Breakable By (BreakableType) <choices> (only in Left 4 Dead seriesLeft 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks
Non-Valve games Black Mesa
Enable Explosion Override (explosion_override) <choices> (only in Black Mesa) !FGD
Enable/disable explosion parameters override (explosion_particle, explosion_particle_liquid, explosion_attachment, explosion_soundscript and explosion_soundscript_liquid).
  • 0: No
  • 1: Yes
Explosion Particle (explosion_particle) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes.
Explosion Particle Underwater (explosion_particle_liquid) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes in water.
Explosion Attachment Point (explosion_attachment) <string> (only in Black Mesa) !FGD
An attachment point to use for custom explosion particle system.
Note.pngNote:Only for model entities, even despite the fact that this is also present in brush entities.
Explosion Sound Script (explosion_soundscript) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes.
Explosion Sound Script Underwater (explosion_soundscript_liquid) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes in water.
Icon-Important.pngImportant:Both explosion_soundscript and explosion_soundscript_liquid require a sound script, a raw sound file will not work.
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Inputs

Explode
Explodes the bomb.
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BreakableProp:

Break
Breaks the breakable.
SetHealth <integerRedirectInput/integer>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth <integerRedirectInput/integer>
Adds health to the breakable.
RemoveHealth <integerRedirectInput/integer>
Removes health from the breakable.
physdamagescale <floatRedirectInput/float>
Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
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Outputs

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BreakableProp:

OnBreak
!activator = entity that breaks the object
!caller = this entity
Fired when this object breaks.
OnHealthChanged <floatRedirectOutput/float>
!activator = entity that caused the health change
!caller = this entity
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnTakeDamage
!activator = entity that caused the damage
!caller = this entity
Fired when damage is taken.
Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history


See also