Env physexplosion: Difference between revisions

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m (Reverted edit of LicnaMonro, changed back to last version by JeffLane)
m (Robot: fixing template case.)
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* '''targetentityname'''
* '''targetentityname'''
: <target_destination> If specified, the explosion will only affect the matching entity.
: <target_destination> If specified, the explosion will only affect the matching entity.
* '''{{ep1 add|inner_radius}}
* '''{{EP1 add|inner_radius}}
: <float> If not zero, the LOS is calculated from a point intersecting this sphere.
: <float> If not zero, the LOS is calculated from a point intersecting this sphere.
==Flags==
==Flags==
* 1 : No Damage - Only Force
* 1 : No Damage - Only Force
: Don't make the object take damage from the explosion.
: Don't make the object take damage from the explosion.
* {{ep1 add|2 : Push players}}
* {{EP1 add|2 : Push players}}
* {{ep1 add|4 : Push radially - not as a sphere}}
* {{EP1 add|4 : Push radially - not as a sphere}}
* {{ep1 add|8 : Test LOS before pushing}}
* {{EP1 add|8 : Test LOS before pushing}}
* {{ep1 add|16 : Disorient player if pushed}}
* {{EP1 add|16 : Disorient player if pushed}}


==Inputs==
==Inputs==
Line 41: Line 41:
==Outputs==
==Outputs==
* {{o targetname}}
* {{o targetname}}
* '''{{ep1 add|OnPushedPlayer}}
* '''{{EP1 add|OnPushedPlayer}}
: Fires when the player is pushed by the explosion.
: Fires when the player is pushed by the explosion.

Revision as of 19:19, 19 January 2009

Template:Wrongtitle Template:Base point

Entity Description

Env physexplosion.png

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

<float> Amount of physics force applied by the explosion.
Note.pngNote:The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity.
  • 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.
  • inner_radius (in all games since Half-Life 2: Episode One)
<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.
  • 2 : Push players (in all games since Half-Life 2: Episode One)
  • 4 : Push radially - not as a sphere (in all games since Half-Life 2: Episode One)
  • 8 : Test LOS before pushing (in all games since Half-Life 2: Episode One)
  • 16 : Disorient player if pushed (in all games since Half-Life 2: Episode One)

Inputs

Trigger the explosion.

Outputs

Fires when the player is pushed by the explosion.