Template:KV BasePropPhysics: Difference between revisions

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{{KV|Physics Impact Force to Override Motion (forcetoenablemotion)|float|If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.}}
{{KV|Physics Impact Force to Override Motion (forcetoenablemotion)|float|If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.}}
{{KV DXLevelChoice}}
{{KV DXLevelChoice}}
{{KV SystemLevelChoice}}

Revision as of 15:53, 24 May 2019

BasePropPhysics:

Physics Impact Damage Scale (physdamagescale) ([todo internal name (i)]) <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
Impact damage type (Damagetype) ([todo internal name (i)]) <boolean>
If true (1), damage type is sharp and the object can slice others.
Damaging it Doesn't Push It (nodamageforces) ([todo internal name (i)]) <boolean>
Whether damaging the entity applies force to it.
Scale Factor For Inertia (inertiascale) ([todo internal name (i)]) <float>
Scales the angular mass of an object. Used to hack angular damage and collision response.
Confirm:Doesn't actually affect inertia?
Mass Scale (massscale) ([todo internal name (i)]) <float>
Multiplier for the object's mass.
Override Parameters (overridescript) ([todo internal name (i)]) <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,....
Health Level to Override Motion (damagetoenablemotion) ([todo internal name (i)]) <integer>
If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.
Physics Impact Force to Override Motion (forcetoenablemotion) ([todo internal name (i)]) <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
See also:  cpu_level / gpu_level convars