Env physexplosion: Difference between revisions
Jump to navigation
Jump to search
Note:Values of magnitude beyond 100 will act as if the value were set to 100. If you require a bigger explosion than this, create multiple identical copies of the entity.
mNo edit summary |
No edit summary |
||
Line 9: | Line 9: | ||
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| | {{note|Values of magnitude beyond 100 will act as if the value were set to 100. If you require a bigger explosion than this, create multiple identical copies of the entity.}} | ||
==Availability== | ==Availability== | ||
Line 19: | Line 20: | ||
* {{kv parentname}} | * {{kv parentname}} | ||
* '''magnitude''' | * '''magnitude''' | ||
: <float> Amount of physics force applied by the explosion. | : <float> Amount of physics force applied by the explosion. Maximum value is 100, any value above 100 will act as if the value were 100. | ||
* '''radius''' | * '''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. | : <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. |
Revision as of 10:46, 7 December 2007
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. Maximum value is 100, any value above 100 will act as if the value were 100.
- 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.
- <float> If not zero, the LOS is calculated from a point intersecting this sphere.
Flags
- 1 : No Damage - Only Force
- Don't make the object take damage from the explosion.
Inputs
- Trigger the explosion.
Outputs
- Fires when the player is pushed by the explosion.