Template:KV BasePropPhysics: Difference between revisions

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{{minititle|BasePropPhysics}}
{{minititle|BasePropPhysics}}
{{KV|Physics Impact Damage Scale (physdamagescale)|float|Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.}}
{{KV|Physics Impact Damage Scale|intn=physdamagescale|float|Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.}}
{{KV|Impact damage type (Damagetype)|bool|If true (1), damage type is sharp and the object can slice others.}}
{{KV|Impact damage type|intn=Damagetype|bool|If true (1), damage type is sharp and the object can slice others.}}
{{KV|Damaging it Doesn't Push It (nodamageforces)|bool|Whether damaging the entity applies force to it.}}
{{KV|Damaging it Doesn't Push It|intn=nodamageforces|bool|Whether damaging the entity applies force to it.}}
{{KV|Scale Factor For Inertia (inertiascale)|float|Scales the angular mass of an object. Used to hack angular damage and collision response. {{confirm|Doesn't actually affect ''inertia''?}}}}
{{KV|Scale Factor For Inertia|intn=inertiascale|float|Scales the angular mass of an object. Used to hack angular damage and collision response. {{confirm|Doesn't actually affect ''inertia''?}}}}
{{KV|Mass Scale (massscale)|float|Multiplier for the object's mass.}}
{{KV|Mass Scale|intn=massscale|float|Multiplier for the object's mass.}}
{{KV|Override Parameters (overridescript)|string|A list of physics keyvalues that are usually [[prop_data|embedded in the model]]. Format is <code>key,value,key,value,...</code>.}}
{{KV|Override Parameters|intn=overridescript|string|A list of physics keyvalues that are usually [[prop_data|embedded in the model]]. Format is <code>key,value,key,value,...</code>.}}
{{KV|Health Level to Override Motion (damagetoenablemotion)|int|If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.}}
{{KV|Health Level to Override Motion|intn=damagetoenablemotion|int|If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it 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|Physics Impact Force to Override Motion|intn=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}}
{{KV SystemLevelChoice}}
{{KV GMOD}}
{{KV GMOD}}

Revision as of 17:21, 28 July 2020

BasePropPhysics:

Physics Impact Damage Scale (physdamagescale) <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
Impact damage type (Damagetype) <boolean>
If true (1), damage type is sharp and the object can slice others.
Damaging it Doesn't Push It (nodamageforces) <boolean>
Whether damaging the entity applies force to it.
Scale Factor For Inertia (inertiascale) <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) <float>
Multiplier for the object's mass.
Override Parameters (overridescript) <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) <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) <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

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!