Template:KV BasePropPhysics: Difference between revisions
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m (ep1 add) |
m (Robot: fixing template case.) |
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: <float>If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion. | : <float>If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion. | ||
* {{KV DistanceFade}} | * {{KV DistanceFade}} | ||
* '''{{ | * '''{{EP1 add|puntsound}} | ||
: <sound> Sound to make when punted | : <sound> Sound to make when punted |
Revision as of 19:19, 19 January 2009
- Template:Kv breakableprop
- minhealthdmg
- <integer> The prop will ignore any damage events if the damage is less than this amount.
- shadowcastdist
- <integer> Use this to override how far this object casts shadows. 0 = default distance.
- physdamagescale
- <float> Scales damage energy when this object is hit by a physics object.
Note:0 means this feature is disabled for backwards compatibility.
- Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
- Damagetype
- <boolean> If set, damage type is sharp, otherwise blunt.
- nodamageforces
- <boolean> Used to determine whether or not damage should cause the brush to move.
- inertiaScale
- <float> Scales the angular mass of an object. Used to hack angular damage and collision response.
- massScale
- <float> A scale multiplier for the object's mass.
- overridescript
- <string> A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.
- damagetoenablemotion
- <integer> If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
- forcetoenablemotion
- <float>If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.
- BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
- puntsound (in all games since
)
- <sound> Sound to make when punted