Prop physics teleprop: Difference between revisions

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{{CD|???|base=CPhysicsProp}}
{{this is a|point entity|game=Black Mesa|name=prop_physics_teleprop}} 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 that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
{{this is a|point entity|game=Black Mesa|name=prop_physics_teleprop}} 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 that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
{{back | Black Mesa Level Creation}}
{{back | Black Mesa Level Creation}}
 
__NOTOC__
== Keyvalues ==
== Keyvalues ==
{{KV|_bHammerEntity|intn=m_bhammerentity|choices|
{{KV|_bHammerEntity|intn=m_bhammerentity|choices|
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*1: Yes}}
*1: Yes}}
{{KV|Ownner Portal Name|intn=m_szownnerportalname|target_destination|m_szOwnnerPortalName}}
{{KV|Ownner Portal Name|intn=m_szownnerportalname|target_destination|m_szOwnnerPortalName}}
{{KV BasePropPhysics}}
{{KV BaseAnimating}}
{{KV BaseEntity}}
== Flags ==
{{Fl|4194304|Attempt to override gib with the character gib system|only=BMS}}
{{Fl BasePropPhysics}}
== Inputs ==
{{IO|Ignite|Ignite, burst into flames.}}
{{IO|IgniteLifetime|<code>Ignite</code> with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}}|param=float}}
{{IO|IgniteNumHitboxFires|<code>Ignite</code> with the given number of hitbox fires.|param=integer}}
{{IO|IgniteHitboxFireScale|<code>Ignite</code> with the given hitbox fire scale.|param=float}}
{{I BasePropPhysics}}
{{I BaseAnimating}}
{{I BaseEntity}}


== Outputs ==
{{OtherKIO|prop_physics}}
{{O BasePropPhysics|portal2=1|l4d2=1}}
{{O BaseEntity|l4d=1}}


== See also ==
== See also ==

Revision as of 06:18, 2 July 2024

C++ Class hierarchy
???
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_physics_teleprop is a point entity available in Black Mesa Black Mesa. 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 that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.

Black Mesa Level Creation

Keyvalues

_bHammerEntity (m_bhammerentity) <choices>
  • 0: No
  • 1: Yes
Ownner Portal Name (m_szownnerportalname) <targetname>
m_szOwnnerPortalName
Note.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_physics.

See also