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}}
* '''{{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 targetname

<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.pngNote: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 Source 2006), 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 Half-Life 2: Episode One)
<sound> Sound to make when punted