Prop dynamic playertouch: Difference between revisions
		
		
		
		
		
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 Warning:
Warning:
 Note:NPCs and physics props can't break this prop by touching it.
Note:NPCs and physics props can't break this prop by touching it.
 Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
 Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
 Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
		
	
| MyGamepedia (talk | contribs)  (Created page with "frame|right|One of shields in [[Interloper chapter.]] {{this is a|e0|name=prop_dynamic_playertouch|game=bms}} This...") | MyGamepedia (talk | contribs)  No edit summary | ||
| Line 4: | Line 4: | ||
| {{bms}} Represented by class <code>CDynamicProp</code>. | {{bms}} Represented by class <code>CDynamicProp</code>. | ||
| {{back | Black Mesa Level Creation}} | |||
| ==Keyvalues== | ==Keyvalues== | ||
Revision as of 11:32, 8 April 2024
 
  One of shields in Interloper chapter.
prop_dynamic_playertouch  is an   e0  available in  Black Mesa.
 Black Mesa.
 Warning:
Warning:
- The {{{game}}}parameter is inconsistent with the name defined by the {{bms}} template. This can most likely be fixed by setting the value of the{{{game}}}parameter toBlack Mesa.
 If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
This is a copy of prop_dynamic_override that breaks when touched by player. It is also have some additional options. Used as flying shields in the campaign.
 Note:NPCs and physics props can't break this prop by touching it.
Note:NPCs and physics props can't break this prop by touching it. Represented by class
 Represented by class CDynamicProp.
Keyvalues
- ParticlesOnBreak (m_szParticlesOnBreak) <string>
- When this entity breaks it will create the specified particle system.
- SoundOnBreak (m_szSoundOnBreak) <sound>
- When this entity breaks it will play the specified sound. Support sound name and direct file names.
- DamageToPlayerOnTouch (m_FDamageToPlayerOnTouch) <float>
- Amount of damage that player will take when this entity breaks on player touch.
- fGluonDmgMultiplier (fGluonDmgMultiplier) <float>
- Determines how much damage this prop will take from the gluon gun. 1.0 is value from the cvar.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
CDynamicProp:
- Default Animation (DefaultAnim) <string>
- The animation this prop will play when not doing a random or forced animation.
- Randomly Animate (RandomAnimation) <boolean>
- Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation. Note:Will only select from animation $sequences linked with Note:Will only select from animation $sequences linked withACT_IDLEif they exist.
- Ignore NPC Collisions (IgnoreNPCCollisions)  <choices> (only in  ) )
- Disable collisions for NPCs if yes.
- 0: No
- 1: Yes
 
- Min Random Anim Time (MinAnimTime) <float>
- Minimum time between random animations.
- Max Random Anim Time (MaxAnimTime) <float>
- Maximum time between random animations.
- Update children (updatechildren)  <boolean> (in all games since  ) )
- Update touches for any children that are attached to attachment points as this prop animates. This allows SetParentAttached triggers or func_brushes to touch properly.
- Disable Bone Followers (DisableBoneFollowers)  <boolean> (in all games since  ) )
- Disables generation of phys_bone_followers for each convex piece the model has in its collision model. phys_bone_followers can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore.
- Hold Animation (HoldAnimation)  <boolean> (in all games since  ) )
- If set, the prop will not loop its animation, but hold the last frame.
- Animate Every Frame (AnimateEveryFrame)  <boolean> (in all games since  ) )
- Force this prop to animate every frame. Usually this doesn't need to be touched.
GMODSandbox:
- Allow Physics Gun (gmod_allowphysgun)  <boolean> (only in  ) )
- If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist (gmod_allowtools)  <string> (only in  ) )
- If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .luafiles of those tools. This also includes the context menu properties!
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.
- Sound to make when punted (puntsound)  <sound> (in all games since  ) )
- Sound to make when punted by gravity gun.
- Break Model Message (BreakModelMessage)  <string> (only in  ) )
- "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.
- Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
 
| 
 
 
 
 
  Note:Only for model entities, even despite the fact that this is also present in brush entities. 
 
  Important:Both explosion_soundscript and explosion_soundscript_liquid require a sound script, a raw sound file will not work. | 
 Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page historyFlags
CDynamicProp:
- Use Hitboxes for Renderbox : [64]
- No VPhysics : [128] !FGD
- Start with collision disabled : [256]
Inputs
- InputChangePlayerTouchDamge <float>
- Changes DamageToPlayerOnTouchvalue.
CDynamicProp:
- SetAnimation <string>
- Forces the prop to play the named animation.
- SetDefaultAnimation <string>
- Changes the animation played when not in a random/forced sequence.
- SetPlaybackRate <float>
- Sets the framerate at which animations are played.
- TurnOff
- Hides the prop through EF_NODRAW. The Disableinput does the exact same thing.
- TurnOn
- Shows the prop (by removing EF_NODRAW). The Enableinput does the exact same thing.
- DisableCollision
- Tells the prop to no longer be solid.
- EnableCollision
- Tells the prop to become solid again.
- SetAnimationNoReset  <string> (in all games since  ) )
- Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation.
- FadeAndKill   (in all games since  ) )
- Fade out then remove this prop.
BreakableProp:
- Break
- Breaks the breakable.
- SetHealth <integer>
- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
- AddHealth <integer>
- Adds health to the breakable.
- RemoveHealth <integer>
- Removes health from the breakable.
- physdamagescale <float>
- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
- EnablePhyscannonPickup
- Makes the breakable able to picked up by the gravity gun.
- DisablePhyscannonPickup
- Makes the breakable not able to picked up by the gravity gun.
- EnablePuntSound   (in all games since  ) )
- Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
- DisablePuntSound   (in all games since  ) )
- Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.
 Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page historyOutputs
CDynamicProp:
- OnAnimationBegun
- Fired when an animation begins.
- OnAnimationDone
- Fired when an animation finishes.
BreakableProp:
- OnBreak
- !activator = entity that breaks the object
 !caller = this entity
 Fired when this object breaks.
- OnHealthChanged <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.
- OnPhysCannonAnimatePreStarted
- !activator = none
 !caller = this entity
 Fired when prop starts itsACT_PHYSCANNON_ANIMATE_PREactivity. Caused by the object being picked up by the gravity gun.
- OnPhysCannonAnimatePullStarted
- !activator = none
 !caller = this entity
 Fired when prop has started itsACT_PHYSCANNON_ANIMATEactivity.ACT_PHYSCANNON_ANIMATE_PREplays once, thenACT_PHYSCANNON_ANIMATEstarts looping.
- OnPhysCannonDetach
- !activator = none
 !caller = this entity
 Fired when prop has started itsACT_PHYSCANNON_DETACHactivity (caused by the gravity gun ripping it from a wall).
- OnPhysCannonAnimatePostStarted
- !activator = none
 !caller = this entity
 Fired when prop has started itsACT_PHYSCANNON_ANIMATE_POSTactivity (caused by the player letting the prop go from the gravity gun).
- OnPhysCannonPullAnimFinished
- !activator = none
 !caller = this entity
 Fired when prop has finished all gravity gun-related animations.
 Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history