Prop interactions: Difference between revisions
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TomEdwards (talk | contribs) (more KVs gleaned from the source code) |
(Filled section on "allow_overhead") |
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: Prop does not move when 'attacked' with the physgun. It may still take damage, but it won't move due to the impact. | : Prop does not move when 'attacked' with the physgun. It may still take damage, but it won't move due to the impact. | ||
; <code>allow_overhead yes</code> | ; <code>allow_overhead yes</code> | ||
: {{ | : Physgun can carry the prop directly above the player. {{note|Some entities don't need this to allow the prop to be carried above the player. See <code>CGrabController::IsObjectAllowedOverhead()</code>.}} | ||
; <code>onpickup create_flare</code> | ; <code>onpickup create_flare</code> | ||
: Emit a flare from the "fuse" attachment when picked up by the gravity gun. {{note|<code>HL2_EPISODIC</code> DLLs only; see <code>CBreakableProp::OnPhysGunPickup()</code>.}} | : Emit a flare from the "fuse" attachment when picked up by the gravity gun. {{note|<code>HL2_EPISODIC</code> DLLs only; see <code>CBreakableProp::OnPhysGunPickup()</code>.}} |
Revision as of 10:38, 23 April 2017
The physgun_interactions KeyValues block affects how a prop is handled by and responds to the Gravity Gun. It is embedded in a model with the $keyvalues QC command.
Example
$keyvalues { physgun_interactions { preferred_carryangles "0 0 0" onworldimpact stick onfirstimpact break onfirstimpact paintsplat onlaunch spin_zaxis onbreak explode_fire damage none } }
Options
preferred_carryangles <angles>
- Sets the angles, relative to the player's orientation, at which the prop will be held when carried.
- This is used with the sawblades and propellers in Ravenholm, as well as the turret NPCs in Nova Prospekt.
onworldimpact <choices>
- When hitting something after being thrown by the gravity gun... (entities too, not just the world)
stick
- Cling to / embed in the surface.
bloodsplat
- Create a blood decal
onfirstimpact <choices>
- When you first hit something after being thrown...
break
- Break on colliding with anything after being launched.
paintsplat
- Applies paint decals to the first thing it hits after being launched.
impale
- Impales whatever it first collides with after being launched.
onlaunch <choices>
- When flung by the gravity gun...
- Default
- Physgun applies random angular velocity to the prop as it launches.
spin_none
- Prop does not spin when launched.
spin_zaxis
- Prop should spin around the Z axis when launched by the physcannon. (e.g. Ravenholm propellers.)
onbreak <choices>
- When breaking because of being flung...
- explode_fire
- Ignite nearby enemies (that are flammable)
damage none
- Prop does not move when 'attacked' with the physgun. It may still take damage, but it won't move due to the impact.
allow_overhead yes
- Physgun can carry the prop directly above the player.
Note:Some entities don't need this to allow the prop to be carried above the player. See
CGrabController::IsObjectAllowedOverhead()
. onpickup create_flare
- Emit a flare from the "fuse" attachment when picked up by the gravity gun.
Note:
HL2_EPISODIC
DLLs only; seeCBreakableProp::OnPhysGunPickup()
.
See Also
- prop_data
- Adnan's Rotational Grav Gun - a 4MB demo mod that simply allows the player to control the "carryangles" of objects held by the Gravgun.