Prop ragdoll: Difference between revisions

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: <integer> Starting position for ragdoll
: <integer> Starting position for ragdoll
* {{not in fgd}} '''body'''
* {{not in fgd}} '''body'''
: <integer> Specify bodygroups
: <integer> Specify [[Body Groups|bodygroups]]
* {{kv angles}}
* {{kv angles}}
* {{kv dxlevelchoice}}
* {{kv dxlevelchoice}}
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* {{i studiomodel}}
* {{i studiomodel}}
* {{not in fgd}} '''Ignite'''
* {{not in fgd}} '''Ignite'''
* {{not in fgd}} '''SetBodyGroup'''
* {{not in fgd}} '''[[Body Groups|SetBodyGroup]]'''


==Outputs==
==Outputs==

Revision as of 19:28, 15 November 2005

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Entity Description

A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model.

Template:Not in fgd If you specify a sequence for the model, the ragdoll will initialize in that position.

Keyvalues

<integer> Starting position for ragdoll
<integer> Specify bodygroups
<string> Filled in by the engine via wc_update_entity, do not edit by hand except to clear.
  • fademindist
<float> Distance at which the prop starts to fade (-1 = use fademaxdist)
  • fademaxdist
<float> Max fade distance at which the prop is visible (0 = don't fade out)
  • fadescale
<float> If you specify a fade in the worldspawn, or if the engine is running under dx7, or the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.

Flags

  • 4 : Debris - Don't collide with the player or other debris
  • 8192 : Allow Dissolve

Inputs

Skin <integerRedirectInput/integer>
Changes the model's skin to the specified number.
SetBodyGroup <integerRedirectInput/integer>
Set the model's body group.
AlternativeSorting <booleanRedirectInput/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 <stringRedirectInput/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.

Outputs

See Also