Prop exploding futbol: Difference between revisions
		
		
		
		
		
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Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
		
	
 (New link to Glass Bomb)  | 
				 (Added entity data and FGD code)  | 
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{{Ent not in fgd}}  | {{Ent not in fgd}}  | ||
{{stub}}  | {{stub}}  | ||
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==Entity description==  | ==Entity description==  | ||
{{portal2 point|prop_exploding_futbol}} It creates a bomb that explodes as soon as it touches the world or any player/NPC. This is spawned by a [[prop_exploding_futbol_spawner]], but can also be placed manually for whatever reason it needs to be.  | |||
==  | == FGD Code ==  | ||
<source lang="text">  | |||
@PointClass base(BasePropPhysics, Breakable) sphere(fademindist) sphere(fademaxdist) studio("models/npcs/personality_sphere_angry.mdl") = prop_exploding_futbol :  | |||
	"Exploding futbol"  | |||
[  | |||
	spawnflags(flags) =  | |||
	[  | |||
		256 : "????" : 1  | |||
		512 : "????" : 1  | |||
	]  | |||
	ExplodeOnTouch(boolean) : "Explode on touch" : 1 : "Explode futbol when touching a surface?"  | |||
	input Explode(void) : "Explode futbol"  | |||
]  | |||
</source>  | |||
== Keyvalues ==  | |||
{{KV|Explode on touch|boolean|<code>Explode</code> futbol when touching a surface?}}  | |||
{{KV BasePropPhysics}}  | |||
{{KV Breakable}}  | |||
== Flags ==  | |||
* 256 : ????  | |||
* 512 : ????  | |||
{{Fl BasePropPhysics}}  | |||
== Inputs ==  | |||
{{IO|Explode|Explode futbol}}  | |||
{{I BasePropPhysics}}  | |||
{{I Breakable}}  | |||
== Outputs ==  | |||
{{O BasePropPhysics}}  | |||
{{O Breakable}}  | |||
[[prop_glass_futbol]]  | ==See also==  | ||
* [[prop_exploding_futbol_spawner]]  | |||
* [[prop_glass_futbol]]  | |||
Revision as of 15:22, 31 July 2011
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Entity description
Template:Portal2 point It creates a bomb that explodes as soon as it touches the world or any player/NPC. This is spawned by a prop_exploding_futbol_spawner, but can also be placed manually for whatever reason it needs to be.
FGD Code
@PointClass base(BasePropPhysics, Breakable) sphere(fademindist) sphere(fademaxdist) studio("models/npcs/personality_sphere_angry.mdl") = prop_exploding_futbol :
	"Exploding futbol"
[
	spawnflags(flags) =
	[
		256 : "????" : 1
		512 : "????" : 1
	]
	ExplodeOnTouch(boolean) : "Explode on touch" : 1 : "Explode futbol when touching a surface?"
	input Explode(void) : "Explode futbol"
]
Keyvalues
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.
 
Who can break this? - 0: Everyone
 - 1: All Infected
 - 2: Only Tanks
 
 
 
 
 
 
 
  | 
Flags
- 256 : ????
 - 512 : ????
 
Inputs
- Explode
 - Explode futbol
 
Breakable:
- Break
 - Breaks the breakable.
 
- SetHealth <integer>
 - Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
 
- AddHealth <integer>
 - Adds health to the breakable.
 
- RemoveHealth <integer>
 - Removes health from the breakable.
 
Outputs
BreakableBrush:
- OnBreak
 - !activator = entity that breaks the object
!caller = this entity
Fired when this object breaks. 
- OnHealthChanged <float>
 - !activator = entity that caused the health change
!caller = this entity
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.