Prop combine ball: Difference between revisions
		
		
		
		
		
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 In code, it is represented by the
	 In code, it is represented by the
 Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
 Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
 Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
 Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
		
	
| Thunder4ik (talk | contribs) m (→See also: Unicodifying, replaced: See Also → See also) | m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) | ||
| Line 1: | Line 1: | ||
| [[File:Combineball.png|thumb|right|200px|[[prop_combine_ball]] preview.]] | [[File:Combineball.png|thumb|right|200px|[[prop_combine_ball]] preview.]] | ||
| {{distinguish|prop_energy_ball}} | {{distinguish|prop_energy_ball}} | ||
| {{this is a| | {{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=prop_combine_ball}} | ||
| {{code class|CPropCombineBall|hl2_dll\prop_combine_ball.cpp}} | {{code class|CPropCombineBall|hl2_dll\prop_combine_ball.cpp}} | ||
Revision as of 17:03, 17 May 2024
 
  prop_combine_ball preview.
Not to be confused with prop_energy_ball.
prop_combine_ball  is a   point entity  available in  Half-Life 2,
 Half-Life 2,  Half-Life 2: Episode One,
 Half-Life 2: Episode One,  Half-Life 2: Episode Two, and
 Half-Life 2: Episode Two, and  Half-Life 2: Deathmatch.
 Half-Life 2: Deathmatch.
 In code, it is represented by the
	 In code, it is represented by theCPropCombineBallclass, defined in thehl2_dll\prop_combine_ball.cppfile.
Entity Description
A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage.
Keyvalues
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Note:Page left for viewable history, content moved to prop_physicsFlags
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Note:Page left for viewable history, content moved to prop_physicsInputs
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Note:Page left for viewable history, content moved to prop_physics- Explode
- Explode.
Outputs
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Note:Page left for viewable history, content moved to prop_physicsSee also
Categories: 
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities