Prop combine ball: Difference between revisions
		
		
		
		
		
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 Note:Default model:
Note:Default model: 
	
		
	
| 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) | ||
| Line 1: | Line 1: | ||
| {{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}} | ||
| 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  | {{KV Targetname}} | ||
| ==Inputs== | ==Inputs== | ||
| {{IO|Explode|Explode.}} | {{IO|Explode|Explode.}} | ||
| {{IO|FadeAndRespawn|{{todo}}|nofgd=1}} | |||
| {{IO|Socketed|{{todo}}|nofgd=1}} | |||
| == Flags == | |||
| {{fl|65536|todo|nofgd=1}} | |||
| == | == ConVars == | ||
| {{ | {{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
|  Class hierarchy | 
|---|
| CPropCombineBall | 
|  prop_combine_ball.cpp | 
 
  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,
 Half-Life 2: Episode Two,  Half-Life 2: Deathmatch, and
 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:Default model:
Note:Default model: models/effects/combineball.mdlKeyvalues
- 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
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
Categories: 
- CBaseAnimating
- 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
- Non-internal Portal series entities
- Portal series entities
- Portal series point entities