Prop ragdoll: Difference between revisions
Jump to navigation
Jump to search
JeepBarnett (talk | contribs) mNo edit summary |
m (Small typo-edits and a text-move.) |
||
Line 1: | Line 1: | ||
{{wrongtitle|title=prop_ragdoll}} | {{wrongtitle|title=prop_ragdoll}} | ||
==Entity Description== | ==Entity Description== | ||
A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model. | A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model. | ||
==Keyvalues== | ==Keyvalues== | ||
Line 11: | Line 10: | ||
: <integer> Starting position for ragdoll | : <integer> Starting position for ragdoll | ||
* {{not in fgd}} '''body''' | * {{not in fgd}} '''body''' | ||
: <integer> Specify [[Body Groups|bodygroups]] | : <integer> Specify the [[Body Groups|bodygroups]]. The ragdoll will initialize in this position. | ||
* {{kv angles}} | * {{kv angles}} | ||
* {{kv dxlevelchoice}} | * {{kv dxlevelchoice}} | ||
Line 17: | Line 16: | ||
: <string> Filled in by the engine via wc_update_entity, do not edit by hand except to clear. | : <string> Filled in by the engine via wc_update_entity, do not edit by hand except to clear. | ||
* '''fademindist''' | * '''fademindist''' | ||
: <float> Distance at which the prop starts to fade (-1 = use fademaxdist) | : <float> Distance at which the prop starts to fade. (-1 = use fademaxdist) | ||
* '''fademaxdist''' | * '''fademaxdist''' | ||
: <float> Max fade distance at which the prop is visible (0 = don't fade out) | : <float> Max fade distance at which the prop is visible. (0 = don't fade out) | ||
* '''fadescale''' | * '''fadescale''' | ||
: <float> If you specify a fade in the worldspawn, or if the engine is running under dx7, or the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. | : <float> If you specify a fade in the worldspawn, or if the engine is running under dx7, or the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. | ||
Line 26: | Line 25: | ||
* 4 : Debris - Don't collide with the player or other debris | * 4 : Debris - Don't collide with the player or other debris | ||
* 8192 : Allow Dissolve | * 8192 : Allow Dissolve | ||
==Inputs== | ==Inputs== | ||
* {{i targetname}} | * {{i targetname}} | ||
*{{i renderfields}} | * {{i renderfields}} | ||
* {{i studiomodel}} | * {{i studiomodel}} | ||
* {{not in fgd}} '''Ignite''' | * {{not in fgd}} '''Ignite''' | ||
Line 35: | Line 35: | ||
==Outputs== | ==Outputs== | ||
* {{o targetname}} | * {{o targetname}} | ||
==See Also== | ==See Also== | ||
* [[Prop Types Overview]] | * [[Prop Types Overview]] | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 14:31, 11 March 2006
Entity Description
A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model.
Keyvalues
- <integer> Starting position for ragdoll
- Template:Not in fgd body
- <integer> Specify the bodygroups. The ragdoll will initialize in this position.
- Template:Kv angles
- Template:Kv dxlevelchoice
- angleOverride
- <string> Filled in by the engine via wc_update_entity, do not edit by hand except to clear.
- fademindist
- <float> Distance at which the prop starts to fade. (-1 = use fademaxdist)
- fademaxdist
- <float> Max fade distance at which the prop is visible. (0 = don't fade out)
- fadescale
- <float> If you specify a fade in the worldspawn, or if the engine is running under dx7, or the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.
Flags
- 4 : Debris - Don't collide with the player or other debris
- 8192 : Allow Dissolve
Inputs
- Template:I targetname
- Template:I renderfields
- Studiomodel:
- SetBodyGroup <integer >
- Set the model's body group.
- AlternativeSorting <boolean >
- Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
- SetModelScale <string > (in all games since
) (also in
)
- Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning:Negative or extremely high values can cause crashes!
Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
- DisableReceivingFlashlight (in all games since
)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
)
- This object may receive light or shadows from projected textures.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
ToggleDraw:
- DisableDraw (in all games since
)
- Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
- EnableDraw (in all games since
)
- Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.
- Template:Not in fgd Ignite
- Template:Not in fgd SetBodyGroup