Physics cannister: Difference between revisions

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(added info of how the attachment point has to be set up.)
(added bug note. tested in l4d2 with a custom prop that i had made myself. Also, changed note abotu attachment origin. Further testing showed it was the Z axis, not X.)
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{{base point|physics_cannister}} It is a physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode.  
{{base point|physics_cannister}} It is a physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode.  
 
[[File:Physics cannister.png|thumb|200px|A fire extinguisher turned onto a physics_cannister by adding a <code>nozzle</code> atachment to the top. Thrust will be applied in the blue line.]]
{{bug|This entity exists in {{l4d2}} but remains unused and no fitting prop for it exists. But it does work once a model is made. However, once the thrusting is done, it interacts glitchy when stood on. It pushes you off the cannister prop in unpredictable ways and the survivor bots keep melee bashing into it when stood close.}}
{{code class|CPhysicsCannister|physics_cannister.cpp}}
{{code class|CPhysicsCannister|physics_cannister.cpp}}
== Keyvalues ==
== Keyvalues ==
{{KV|World model|studio|The canister model.}}
{{KV|World model|studio|The canister model.}}
   {{Note| The model should have a <code>nozzle</code> attachment point, which is where gas will escape and thrust will be produced from.<br>
   {{Note| The model should have a <code>nozzle</code> attachment point, which is where gas will escape and thrust will be produced from.<br>
The thrust will be simulated along the X axis. Visualized as the red line of the attachment in HLMV.}}
The thrust will be simulated along the Z axis. Visualized as the blue line of the attachment in HLMV.}}
{{KV|Explosion Damage|string|The amount of damage done by the explosion created when the cannister blows up.}}
{{KV|Explosion Damage|string|The amount of damage done by the explosion created when the cannister blows up.}}
{{KV|Explosion Radius|string|The radius of the explosion to create when the cannister blows up.}}
{{KV|Explosion Radius|string|The radius of the explosion to create when the cannister blows up.}}

Revision as of 12:07, 18 May 2022

Template:Base point It is a physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode.

A fire extinguisher turned onto a physics_cannister by adding a nozzle atachment to the top. Thrust will be applied in the blue line.
Icon-Bug.pngBug:This entity exists in Left 4 Dead 2 but remains unused and no fitting prop for it exists. But it does work once a model is made. However, once the thrusting is done, it interacts glitchy when stood on. It pushes you off the cannister prop in unpredictable ways and the survivor bots keep melee bashing into it when stood close.  [todo tested in ?]
C++ In code, it is represented by theCPhysicsCannisterclass, defined in thephysics_cannister.cppfile.

Keyvalues

World model ([todo internal name (i)]) <model path>
The canister model.
Note.pngNote: The model should have a nozzle attachment point, which is where gas will escape and thrust will be produced from.
The thrust will be simulated along the Z axis. Visualized as the blue line of the attachment in HLMV.
Explosion Damage ([todo internal name (i)]) <string>
The amount of damage done by the explosion created when the cannister blows up.
Explosion Radius ([todo internal name (i)]) <string>
The radius of the explosion to create when the cannister blows up.
Health ([todo internal name (i)]) <integer>
The amount of damage the cannister takes before exploding.
Thrust ([todo internal name (i)]) <string>
When the cap has been blown off, and the escaping gas is thrusting the cannister about, this is the amount of thrust generated.
Fuel Seconds ([todo internal name (i)]) <string>
The amount of time that gas leaks from the cannister before being considered empty.
Smoke Color (R G B) ([todo internal name (i)]) <color255>
Color of the smoke.
Smoke Alpha (0 - 255) ([todo internal name (i)]) <integer>
Transparency of the smoke.
Thruster Sound ([todo internal name (i)]) <sound>
The sound played when the gas is escaping from the cannister.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

  • 1 : Start Asleep
  • 2 : Explodes

Inputs

Activate <stringRedirectInput/string>
Start gas escaping from the cannister.
Deactivate <stringRedirectInput/string>
Stop gas escaping from the cannister.
Explode <stringRedirectInput/string>
Force the cannister to explode.
Wake
Wakes up the cannister, if it is sleeping.


Outputs

OnActivate
Fired when gas starts to escape from the cannister.
OnAwakened
Fired when this entity becomes awake (collision/force is applied).