Template:KV BasePropPhysics: Difference between revisions
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{{minititle|BasePropPhysics}} | {{minititle|BasePropPhysics}} | ||
{{KV|Physics Impact Damage Scale | {{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 | {{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 | {{KV|Damaging it Doesn't Push It|intn=nodamageforces|bool|Whether damaging the entity applies force to it.}} | ||
{{KV|Scale Factor For 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 | {{KV|Mass Scale|intn=massscale|float|Multiplier for the object's mass.}} | ||
{{KV|Override Parameters | {{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 | {{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 | {{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
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;
only) !FGD
- 95 - DirectX 9 Shader Model 3 (in all games since
)
- 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since
)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since
)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
See also: cpu_level / gpu_level convars- 0: Default ("Low" for
GMODSandbox:
- Allow Physics Gun (gmod_allowphysgun) <boolean> (only in
)
- If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist (gmod_allowtools) <string> (only in
)
- 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!