Prop physics respawnable: Difference between revisions
Jump to navigation
Jump to search
Bug:Breaking this entity using a trigger_hurt will crash the game.[confirm] [todo tested in ?]
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
No edit summary |
(New templates, a bit of cleanup, might be in more games?) |
||
Line 1: | Line 1: | ||
{{hl2dm point|prop_physics_respawnable}} | {{hl2dm point|prop_physics_respawnable}} This entity is the same as [[prop_physics]], except it respawns a set time after breaking/exploding. | ||
{{ | {{todo|This entity is {{not in FGD}} in every other game, but does it work?}} | ||
{{bug|Breaking this entity using a {{ent|trigger_hurt}} will crash the game.{{confirm}}}} | |||
{{bug|Breaking this entity using a {{ent|trigger_hurt}} will crash the game. | |||
{{ | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Respawn time (<code>RespawnTime</code>)|int|Amount in seconds this prop will respawn after it breaks.}} | |||
{{KV BasePropPhysics}} | {{KV BasePropPhysics}} | ||
{{KV RenderFields}} | {{KV RenderFields}} | ||
{{KV | {{KV BaseEntity}} | ||
== Flags == | == Flags == | ||
Line 23: | Line 20: | ||
{{I BasePropPhysics}} | {{I BasePropPhysics}} | ||
{{I RenderFields}} | {{I RenderFields}} | ||
{{I BaseEntity}} | |||
== Outputs == | == Outputs == | ||
{{O BasePropPhysics}} | {{O BasePropPhysics}} | ||
{{O BaseEntity}} | |||
==See also== | ==See also== |
Revision as of 19:06, 26 April 2021
Template:Hl2dm point This entity is the same as prop_physics, except it respawns a set time after breaking/exploding.
Todo: This entity is !FGD in every other game, but does it work?

Keyvalues
- Respawn time (
RespawnTime
) ([todo internal name (i)]) <integer> - Amount in seconds this prop will respawn after it breaks.

RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Flags

Inputs
- Ignite
- Ignite, burst into flames.
- IgniteLifetime <float >
Ignite
with the given lifetime.Todo: Before the flames extinguish, or before health reaches zero?
- IgniteNumHitboxFires <integer >
Ignite
with the given number of hitbox fires.
- IgniteHitboxFireScale <float >
Ignite
with the given hitbox fire scale.

RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.
Outputs

See also
prop_physics - Normal prop_physics entity.