Template:KV BasePropPhysics: Difference between revisions
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Tip:Has the same game-related parameters as Template:KV BaseAnimating.
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Kestrelguy (talk | contribs) (added the option to choose specifically the older version (with DXLevelChoice) or the newer version (with SystemLevelChoice). the default is unchanged.) |
Kestrelguy (talk | contribs) m (now incorporates KV BaseAnimating.) |
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<noinclude>{{ | <noinclude>{{lang|{{FULLPAGENAME}}}}[[Category:Keyvalue Templates|BasePropPhysics]] | ||
</noinclude>{{ | {{tip|Has the same game-related parameters as [[Template:KV BaseAnimating]]. {{para|nofgd|1}} will result in everything being marked !FGD.{{param|noscroll}} will be relayed to Template:ScrollBox.}} | ||
{{KV|Physics Impact Damage Scale|intn=physdamagescale|float|Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.}} | </noinclude>{{scrollBox|title=BasePropPhysics|noscroll={{{noscroll|}}}| | ||
{{KV|Impact damage type|intn=Damagetype|bool|If true (1), damage type is sharp and the object can slice others.}} | {{KV|Physics Impact Damage Scale|intn=physdamagescale|float|Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.|nofgd={{{nofgd|}}}}} | ||
{{KV|Damaging it Doesn't Push It|intn=nodamageforces|bool|Whether damaging the entity applies force to it.}} | {{KV|Impact damage type|intn=Damagetype|bool|If true (1), damage type is sharp and the object can slice others.|nofgd={{{nofgd|}}}}} | ||
{{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|Damaging it Doesn't Push It|intn=nodamageforces|bool|Whether damaging the entity applies force to it.|nofgd={{{nofgd|}}}}} | ||
{{KV|Mass Scale|intn=massscale|float|Multiplier for the object's mass.}} | {{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''?}}|nofgd={{{nofgd|}}}}} | ||
{{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, | {{KV|Mass Scale|intn=massscale|float|Multiplier for the object's mass.|nofgd={{{nofgd|}}}}} | ||
{{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|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>.|nofgd={{{nofgd|}}}}} | ||
{{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|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.|nofgd={{{nofgd|}}}}} | ||
{{ | {{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.|nofgd={{{nofgd|}}}}} | ||
{{ | {{KV GMOD|nofgd={{{nofgd|}}}}} | ||
{{ | {{KV BaseAnimating|noscroll=1|base={{{base|}}}|l4d={{{l4d|}}}|l4d2={{{l4d2|}}}|as={{{as|}}}}}|portal2={{{portal2|}}}}} |
Revision as of 10:17, 19 May 2022

|nofgd=1
will result in everything being marked !FGD.{{{noscroll}}} will be relayed to Template:ScrollBox.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.
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!
