Physics cannister: Difference between revisions
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Bug:This entity exists in
, but it remains unused and no fitting prop for it exists. It works if a model is added; however, once the thrusting is finished, it interacts glitchily when stood on. It pushes you off the canister prop in unpredictable ways, and the survivor bots keep melee bashing into it when standing nearby. [todo tested in ?]
Bug:This entity also exists in 

, also unused and with the default prop missing.
Confirm:is it just as glitchy there as in L4D2? [todo tested in ?]
Note:The model should have a
The thrust will be simulated along the Z axis, visualized as the blue line of the attachment in HLMV.
Note:Page left for viewable history, content moved to prop_physics
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Kestrelguy (talk | contribs) mNo edit summary |
m (Portal2series -> Portalseries) |
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[[File:Physics cannister.png|thumb|200px|A fire extinguisher turned into a <code>physics_cannister</code> by adding a <code>nozzle</code> attachment to the top. Thrust will be applied along the blue line.]] | [[File:Physics cannister.png|thumb|200px|A fire extinguisher turned into a <code>physics_cannister</code> by adding a <code>nozzle</code> attachment to the top. Thrust will be applied along the blue line.]] | ||
{{bug|This entity exists in {{l4d2}}, but it remains unused and no fitting prop for it exists. It works if a model is added; however, once the thrusting is finished, it interacts glitchily when stood on. It pushes you off the canister prop in unpredictable ways, and the survivor bots keep melee bashing into it when standing nearby.}} | {{bug|This entity exists in {{l4d2}}, but it remains unused and no fitting prop for it exists. It works if a model is added; however, once the thrusting is finished, it interacts glitchily when stood on. It pushes you off the canister prop in unpredictable ways, and the survivor bots keep melee bashing into it when standing nearby.}} | ||
{{bug|This entity also exists in {{ | {{bug|This entity also exists in {{portalseries}}{{tf2}}{{csgo}}, also unused and with the default prop missing. {{confirm|is it just as glitchy there as in L4D2?}}}} | ||
{{Note|The model should have a <code>nozzle</code> attachment point, which is where gas will escape and thrust will be produced from.<br> | {{Note|The model should have a <code>nozzle</code> attachment point, which is where gas will escape and thrust will be produced from.<br> | ||
The thrust will be simulated along the Z axis, visualized as the blue line of the attachment in HLMV.}} | The thrust will be simulated along the Z axis, visualized as the blue line of the attachment in HLMV.}} |
Revision as of 10:54, 19 July 2022


Template:Point ent It is a physically simulated gas canister (with a misspelled entity name) that can have its cap shot off, at which point gas will start escaping, causing the canister to fly around. If it takes enough damage, it will explode.








nozzle
attachment point, which is where gas will escape and thrust will be produced from.The thrust will be simulated along the Z axis, visualized as the blue line of the attachment in HLMV.
Keyvalues
- Explosion Damage ([todo internal name (i)]) <string>
- The amount of damage done by the explosion created when the canister blows up.
- Explosion Radius ([todo internal name (i)]) <string>
- The radius of the explosion to create when the canister blows up.
- Health ([todo internal name (i)]) <integer>
- The amount of damage the canister takes before exploding.
- Thrust ([todo internal name (i)]) <string>
- When the cap has been blown off, and the escaping gas is thrusting the canister about, this is the amount of thrust generated.
- Fuel Seconds ([todo internal name (i)]) <string>
- The amount of time that gas leaks from the canister before being considered empty.
- Thruster Sound ([todo internal name (i)]) <sound>
- The sound played when the gas is escaping from the canister.

Flags
- Start Asleep : [1]
- Explode : [2]
- Motion Disabled : [8] !FGD
- Starts with motion disabled until sent
EnableMotion
.
- Enable motion when grabbed by gravity gun : [64] !FGD
- Not affected by rotor wash : [128] !FGD
- Prevent pickup : [512] !FGD
- Prevent motion enable on player bump. : [1024] !FGD
- Force server-side : [8192] !FGD
- Multiplayer only; see sv_pushaway_clientside_size.
- Gravity gun can ALWAYS pick up. No matter what. : [1048576] !FGD
BreakableProp:
- Break on Touch : [16]
- Break on Pressure : [32]
- Will break after being stood on for
PressureDelay
seconds.Note:Some models will break instantly if this is or isn't set. (e.g.
militiawindow02_breakable.mdl
,window_industrial.mdl
)
Inputs
- Activate <string >
- Start gas escaping from the canister.
- Deactivate <string >
- Stop gas escaping from the canister.
- Explode <string >
- Force the canister to explode.
- Wake
- Wakes up the canister, if it is sleeping.


Outputs
- OnActivate
- Fired when gas starts to escape from the canister.
