Env physexplosion: Difference between revisions
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Note:Beyond a certain point, increasing the magnitude will not increase the force of the explosion. If you require a bigger explosion than this, create multiple identical copies of the entity.
(Note about large magnitude explosions) |
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Env_physexplosions set to emit a fairly low force can be useful to get lights swinging or floating debris moving. | Env_physexplosions set to emit a fairly low force can be useful to get lights swinging or floating debris moving. | ||
{{note|Beyond a certain point, increasing the magnitude will not increase | {{note|Beyond a certain point, increasing the magnitude will not increase the force of the explosion. If you require a bigger explosion than this, create multiple identical copies of the entity.}} | ||
==Availability== | ==Availability== |
Revision as of 10:05, 18 June 2006
Entity Description
Env_physexplosion applies a physical force to physics objects within its radius, anything from a gentle nudge to a big explosion, depending on its magnitude. The explosion itself is not visible; for visible explosions, use env_explosion.
If the No Damage - Only Force flag isn't set, the object will also take damage from the explosion. (Damage is applied to the object only - the explosion will never directly damage the player.)
Env_physexplosions set to emit a fairly low force can be useful to get lights swinging or floating debris moving.

Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- Template:Kv targetname
- Template:Kv parentname
- magnitude
- <float> Amount of physics force applied by the explosion.
- radius
- <float> Clamp radius (0 = auto) If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
- targetentityname
- <target_destination> If specified, the explosion will only affect the matching entity.
Flags
- 1 : No Damage - Only Force
- Don't make the object take damage from the explosion.
Inputs
- Trigger the explosion.