Template:KV BasePropPhysics: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Robot: fixing template case.)
No edit summary
Line 1: Line 1:
{{ScrollBox|title=BasePropPhysics|
; Min Damage to Hurt <code><[[int]]></code>
: The prop will ignore any damage events if the damage is less than this amount.
; Shadow Cast Distance <code><int></code>
: Use this to override how far this object casts shadows. 0 means the default distance.
; Physics Impact Damage Scale <code><[[float]]></code>
: Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
; Impact damage type <code><[[bool]]></code>
: If true, damage type is sharp and the object can slice others.
; Damaging it Doesn't Push It <code><bool></code>
: Whether damaging the entity does applies force to it.
; Scale Factor For Inertia <code><float></code>
: Scales the angular mass of an object. Used to hack angular damage and collision response.
; Mass Scale <code><float></code>
: Multiplier for the object's mass.
; Override Parameters <code><[[string]]></code>
: A list of physics keyvalues that are usually [[prop_data|embedded in the model]]. Format is <code>key,value,key,value,...</code>
; Health Level to Override Motion <code><int></code>
: If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
; Physics Impact Force to Override Motion <code><float></code>
: If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
; {{EP1 add|puntsound <code><string></code>}}
: Sound to make when punted by the [[weapon_physcannon|Gravity Gun]].
{{KV DistanceFade}}
{{KV BreakableProp}}
{{KV Targetname}}
{{KV Targetname}}
* {{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.
* {{KV DistanceFade}}
* '''{{EP1 add|puntsound}}
: <sound> Sound to make when punted

Revision as of 09:52, 20 July 2009

BasePropPhysics:
Min Damage to Hurt <int>
The prop will ignore any damage events if the damage is less than this amount.
Shadow Cast Distance <int>
Use this to override how far this object casts shadows. 0 means the default distance.
Physics Impact Damage Scale <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
Impact damage type <bool>
If true, damage type is sharp and the object can slice others.
Damaging it Doesn't Push It <bool>
Whether damaging the entity does applies force to it.
Scale Factor For Inertia <float>
Scales the angular mass of an object. Used to hack angular damage and collision response.
Mass Scale <float>
Multiplier for the object's mass.
Override Parameters <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,...
Health Level to Override Motion <int>
If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
Physics Impact Force to Override Motion <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
puntsound <string> (in all games since Half-Life 2: Episode One)
Sound to make when punted by the Gravity Gun.

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.

BreakableProp:

Explosion Damage (ExplodeDamage) <float>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
Explosion Radius (ExplodeRadius) <float>
If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
Sound to make when punted (puntsound) <sound> (in all games since Half-Life 2: Episode One)
Sound to make when punted by gravity gun.
Break Model Message (BreakModelMessage) <string> (only in Source 2013)
"If set, will use this break model message instead of the normal break behavior."

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices
  • 0: Normal
  • 1: No Gibs
  • 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
  • 3: Reduced gibs
Min Damage to Hurt (minhealthdmg) <integer>
If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
Pressure Delay (PressureDelay) <float>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Health (health) <integer>
How close to breaking the object is.
Maximum Health (max_health) <integer>
Health cannot exceed this amount.
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Breakable By (BreakableType) <choices> (only in Left 4 Dead seriesLeft 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks
Non-Valve games Black Mesa
Enable Explosion Override (explosion_override) <choices> (only in Black Mesa) !FGD
Enable/disable explosion parameters override (explosion_particle, explosion_particle_liquid, explosion_attachment, explosion_soundscript and explosion_soundscript_liquid).
  • 0: No
  • 1: Yes
Explosion Particle (explosion_particle) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes.
Explosion Particle Underwater (explosion_particle_liquid) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes in water.
Explosion Attachment Point (explosion_attachment) <string> (only in Black Mesa) !FGD
An attachment point to use for custom explosion particle system.
Note.pngNote:Only for model entities, even despite the fact that this is also present in brush entities.
Explosion Sound Script (explosion_soundscript) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes.
Explosion Sound Script Underwater (explosion_soundscript_liquid) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes in water.
Icon-Important.pngImportant:Both explosion_soundscript and explosion_soundscript_liquid require a sound script, a raw sound file will not work.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities