Template:I BasePropPhysics: Difference between revisions

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{{ScrollBox|title=BasePropPhysics|
; <code>Wake</code>
; <code>Sleep</code>
: Manually take the prop in or out of sleep mode. Props sleep after coming to rest and wake if affected by an external force.
; <code>EnableMotion</code>
; <code>DisableMotion</code>
: Props with motion disabled will not move under any circumstances.
; <code>DisableFloating</code>
: Disable fluid/floating simulation.
; <code>SetBodyGroup <int></code>
: Set this prop's [[$bodygroup|body group]].
; <code>physdamagescale <float></code>
: Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
; <code>EnableDamageForces</code>
; <code>DisableDamageForces</code>
: Whether damaging the entity does applies force to it.
; {{EP1 add|<code>EnablePuntSound</code>}}
; {{EP1 add|<code>DisablePuntSound</code>}}
: Allow/prevent this prop from playing its own sound when punted
{{I Studiomodel}}
{{I Targetname}}
{{I Targetname}}
* {{I Studiomodel}}
}}
* '''Wake'''
: Wake up this physics object, if it is sleeping.
* '''Sleep'''
: Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this.
* '''EnableMotion'''
: Enable physics motion/collision response.
* '''DisableMotion'''
: Disable physics motion/collision response.
* '''DisableFloating'''
: Disable fluid/floating simulation to reduce cost.
* '''physdamagescale <float>'''
: Set the Physics Impact Damage Scale for this character.
: {{note|0 means this feature is disabled for backwards compatibility.}}
* '''EnableDamageForces'''
: Damaging the entity applies physics forces to it.
* '''DisableDamageForces'''
: Damaging the entity does *not* apply physics forces to it.
* '''{{EP1 add|EnablePuntSound}}'''
: Allow this prop to play its own sound when punted
* '''{{EP1 add|DisablePuntSound}}'''
: Prevent this prop from playing its own sound when punted

Revision as of 09:18, 20 July 2009

BasePropPhysics:
Wake
Sleep
Manually take the prop in or out of sleep mode. Props sleep after coming to rest and wake if affected by an external force.
EnableMotion
DisableMotion
Props with motion disabled will not move under any circumstances.
DisableFloating
Disable fluid/floating simulation.
SetBodyGroup <int>
Set this prop's body group.
physdamagescale <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
EnableDamageForces
DisableDamageForces
Whether damaging the entity does applies force to it.
EnablePuntSound (in all games since Half-Life 2: Episode One)
DisablePuntSound (in all games since Half-Life 2: Episode One)
Allow/prevent this prop from playing its own sound when punted
Studiomodel:
Skin <integer>
Changes the model's skin to the specified number.
SetBodyGroup <integer>
Set the model's body group.
AlternativeSorting <boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <string> (in all games since Alien Swarm) (also in Source 2013)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
ToggleDraw:
DisableDraw  (in all games since Portal 2)
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since Portal 2)
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.