Prop combine ball: Difference between revisions

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m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
(-added class hierarchy, cleanup, nofgd stuff, convars)
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{{CD|CPropCombineBall|file1=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|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}}
{{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|game4=Portal series|name=prop_combine_ball}}
{{code class|CPropCombineBall|hl2_dll\prop_combine_ball.cpp}}


==Entity Description==
A prop that physically simulates as a single rigid body. It can be constrained to other [[prop_physics|physics object]]s using [[phys_hinge|hinge]]s or other [[constraint]]s. It can also be configured to break when it takes enough damage.
A prop that physically simulates as a single rigid body. It can be constrained to other [[prop_physics|physics object]]s using [[phys_hinge|hinge]]s or other [[constraint]]s. It can also be configured to break when it takes enough damage.
__NOTOC__
{{note|Default model: <code>models/effects/combineball.mdl</code>}}


==Keyvalues==
==Keyvalues==
{{KV BasePropPhysics}}
{{KV Targetname}}
 
==Flags==
{{Fl BasePropPhysics}}


==Inputs==
==Inputs==
{{I BasePropPhysics}}
{{IO|Explode|Explode.}}
{{IO|Explode|Explode.}}
{{IO|FadeAndRespawn|{{todo}}|nofgd=1}}
{{IO|Socketed|{{todo}}|nofgd=1}}
== Flags ==
{{fl|65536|todo|nofgd=1}}


==Outputs==
== ConVars ==
{{O BasePropPhysics}}
{{varcom|start}}
{{varcom|sk_npc_dmg_combineball|15||}}
{{varcom|sk_combineball_guidefactor|0.5||}}
{{varcom|sk_combine_ball_search_radius|512||}}
{{varcom|sk_combineball_seek_angle|15.0||}}
{{varcom|sk_combineball_seek_kill|0||}}
{{varcom|end}}


==See also==
==See also==
*{{ent|point_combine_ball_launcher}}
*{{ent|point_combine_ball_launcher}}

Revision as of 06:38, 2 July 2024

C++ Class hierarchy
CPropCombineBall
CBaseAnimating
CBaseEntity
C++ prop_combine_ball.cpp
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 Half-Life 2: Episode Two, Half-Life 2: Deathmatch Half-Life 2: Deathmatch, and Portal series Portal series.

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.


Note.pngNote:Default model: models/effects/combineball.mdl

Keyvalues

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

Inputs

Explode
Explode.
FadeAndRespawn  !FGD
[Todo]
Socketed  !FGD
[Todo]

Flags

todo : [65536] !FGD

ConVars

Cvar/Command Parameters or default value Descriptor Effect
sk_npc_dmg_combineball 15
sk_combineball_guidefactor 0.5
sk_combine_ball_search_radius 512
sk_combineball_seek_angle 15.0
sk_combineball_seek_kill 0

See also