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Func physbox multiplayer: Difference between revisions

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{{Ent not in fgd}}
{{Ent not in fgd|none|except={{css}}{{csgo}}}}
{{this is a|e2|name=func_physbox_multiplayer}} It is identical to [[func_physbox]], except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.  
{{this is a|e2|name=func_physbox_multiplayer}} It is identical to [[func_physbox]], except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.  



Revision as of 08:01, 18 February 2024

Icon-NotInFGD.png
This entity is not in the FGD by default, except in Counter-Strike: SourceCounter-Strike: Global Offensive.
See below for instructions on making it available.

func_physbox_multiplayer is an e2 available in all Source Source games. It is identical to func_physbox, except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.

In code it is represented by class CPhysBoxMultiplayer, defined in props.cpp.

FGD Code

 @SolidClass base(func_physbox) = func_physbox_multiplayer: "This entity is identical to func_physbox, " +
     "except the runtime collisions use a more bouncy method that avoids " +
     "the prediction errors normal physics objects get."
 [
 ]

Flags

  • 4096 : Start Asleep
  • 8192 : Ignore +USE for Pickup
  • 16384 : Debris - Don't collide with the player or other debris
  • 32768 : Motion Disabled
  • 65536 : Use Preferred Carry Angles
  • 131072 : Enable motion on Physcannon grab
  • 262144 : Not affected by rotor wash
  • 524288 : Generate output on +USE
  • 1048576 : Physgun can ALWAYS pick up. No matter what.
  • 2097152 : Physgun is NOT allowed to pick this up.
  • 4194304 : Physgun is NOT allowed to punt this object.
  • 8388608 : Prevent motion enable on player bump

Breakable (brush):

Only Break on Trigger : [1]
Break on Touch : [2]
Break on Pressure : [4]
Break immediately on Physics : [512]
Don't take physics damage : [1024]
Don't allow bullet penetration : [2048]

Keyvalues

Minimum Light Level ([todo internal name (i)]) <string>
The minimum level of ambient light that hits this brush.
Impact Damage Type ([todo internal name (i)]) <choices>
Sets the "sharpness" of the brush. Sharp objects are far more damaging.
  • 0 : Blunt
  • 1 : Sharp
Mass Scale ([todo internal name (i)]) <float>
A scale multiplier for the object's mass.


Override Parameters ([todo internal name (i)]) <string>
A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.


Health Level to Override Motion ([todo internal name (i)]) <integer>
If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.


Physics Impact Force to Override Motion ([todo internal name (i)]) <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.


Strength ([todo internal name (i)]) <integer>
Number of points of damage to take before breaking. 0 means don't break.


Preferred Player-carry Angles ([todo internal name (i)]) <vector>
If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE.


Not solid to world ([todo internal name (i)]) <choices>
If set, the object will pass through world geometry.
  • 0 : Solid to World
  • 1 : Passes through World

Breakable (brush):

Prop Data (propdata) <integer choices>
Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. If set, it will override this entity's health and damage taken from various weapons. See prop_data base types for what each entry specifies.
Choices
Note.pngNote:Some settings can make the brush unbreakable.
  • 0: None
  • 1: Wooden.Tiny
  • 2: Wooden.Small
  • 3: Wooden.Medium
  • 4: Wooden.Large
  • 5: Wooden.Huge
  • 6: Metal.Small
  • 7: Metal.Medium
  • 8: Metal.Large
  • 9: Cardboard.Small
  • 10: Cardboard.Medium
  • 11: Cardboard.Large
  • 12: Stone.Small
  • 13: Stone.Medium
  • 14: Stone.Large
  • 15: Stone.Huge
  • 16: Glass.Small
  • 17: Plastic.Small
  • 18: Plastic.Medium
  • 19: Plastic.Large
  • 20: Pottery.Small
  • 21: Pottery.Medium
  • 22: Pottery.Large
  • 23: Pottery.Huge
  • 24: Glass.Window
Strength/Health (health) <integer>
The damage to take before breaking. The brush will not break from damage if this is 0.
Material Type (material) <integer choices>
Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
Choices
  • 0: Glass - As stated, uses glass gibs and sounds. Gibs may not match with material used.
  • 1: Wood - As stated, uses wood gibs and sounds. Gibs may not match with material used, and may be too big for certain brushes.
  • 2: Metal - As stated, uses metal gibs and sounds. Gibs are very small, and evidently made for vents. May not match material.
  • 3: Flesh - Uses HL1 gib death sounds and wood gibs. Not much practicality for this type unless one is making a meat slab (With proper gibs, of course).
  • 4: CinderBlock - Uses concrete gibs and sounds. Gibs may not match with material and be too big for the brush.
  • 5: Ceiling Tile - Uses tile sounds, wood gibs and HL1 plaster gib death sound.
  • 6: Computer - Uses spark sounds and wood gibs, coupled with an HL1 gib death sound.
  • 7: Unbreakable Glass - Uses glass sounds. Using this material type overrides any Strength value previously set to 0, making it unbreakable.
  • 8: Rocks - Uses concrete gibs and sounds. Gibs may not match with material, and don't even look like rocks to begin with.
  • 9: Web !FGD - Only functional in Half Life Source.
  • 10: None
Gibs Direction (explosion) <integer choices>
Used to decide which direction to throw gibs when broken.
Choices
  • 0: Random
  • 1: Relative to Attack
  • 2: Use Precise Gib Dir (see below)
Precise Gib Direction (gibdir) <angle>
An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
Damaging it Doesn't Push It (nodamageforces) <boolean>
When enabled the brush will move in response to damage.
Gib Model (gibmodel) <model path>
Specify a custom gib model to break into, overriding the Material Type.
Note.pngNote:Custom gib model is only precached in Half-Life: Source Half-Life: Source and Half-Life Deathmatch: Source Half-Life Deathmatch: Source.
Cpp.pngCode Fix:Remove the #ifdefs from lines 457 and 1077 in 🖿func_break.cpp, as well as their associated #endifs.
Spawn On Break (spawnobject) <integer choices>
When broken, an entity of the selected type will be created.
Note.pngNote:Only these entities may be spawned. This can be fixed by modifying 🖿func_break.cpp.
PlacementTip.pngWorkaround:Use the OnBreak output to spawn a point_template.
Standard Choices
Half-Life: Source Half-Life: Source Choices (also in Half-Life Deathmatch: Source)
Explode Magnitude (explodemagnitude) <integer>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Icon-Bug.pngBug:Non-functional. Will only explode if the explosion radius is > 0, yet the radius cannot be set as a keyvalue and the code does not generate a value for it.  (tested in: Half-Life 2Garry's Mod)
Obsolete keyvalues Obsolete
Dead model (deadmodel) <model path> !FGD Obsolete
Deprecated.
Purpose unknown. Does absolutely nothing inside code.
Shards (shards)  !FGD Obsolete
Deprecated.
Purpose unknown. Does absolutely nothing inside code.
Lip (lip)  !FGD Obsolete
Deprecated.
Purpose unknown. Does absolutely nothing inside code.

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices
  • 0: Normal
  • 1: No Gibs
  • 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
  • 3: Reduced gibs
Min Damage to Hurt (minhealthdmg) <integer>
If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
Pressure Delay (PressureDelay) <float>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Health (health) <integer>
How close to breaking the object is.
Maximum Health (max_health) <integer>
Health cannot exceed this amount.
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Breakable By (BreakableType) <choices> (only in Left 4 Dead seriesLeft 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks
Non-Valve games Black Mesa
Enable Explosion Override (explosion_override) <choices> (only in Black Mesa) !FGD
Enable/disable explosion parameters override (explosion_particle, explosion_particle_liquid, explosion_attachment, explosion_soundscript and explosion_soundscript_liquid).
  • 0: No
  • 1: Yes
Explosion Particle (explosion_particle) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes.
Explosion Particle Underwater (explosion_particle_liquid) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes in water.
Explosion Attachment Point (explosion_attachment) <string> (only in Black Mesa) !FGD
An attachment point to use for custom explosion particle system.
Note.pngNote:Only for model entities, even despite the fact that this is also present in brush entities.
Explosion Sound Script (explosion_soundscript) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes.
Explosion Sound Script Underwater (explosion_soundscript_liquid) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes in water.
Icon-Important.pngImportant:Both explosion_soundscript and explosion_soundscript_liquid require a sound script, a raw sound file will not work.


Inputs

Wake
Wake up this physics object, if it is sleeping.


Sleep
Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this.


EnableMotion
Enable physics motion/collision response.


DisableMotion
Disable physics motion/collision response.


ForceDrop
If this object is being carried by a player, with the physgun or +USE, force it to be dropped.

BreakableBrush:

Break
Breaks the breakable.
SetHealth <integerRedirectInput/integer>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth <integerRedirectInput/integer>
Adds health to the breakable.
RemoveHealth <integerRedirectInput/integer>
Removes health from the breakable.
SetMass <floatRedirectInput/float>
Damaging the entity applies physics forces to it.


Outputs

OnDamaged
Fired when this entity is damaged.


OnAwakened
Fired when this entity becomes awake (collision/force is applied).


OnMotionEnabled
Fired when motion is enabled due to damage/physcannon/force.


OnPhysGunPickup
Fired when a player picks this object up, either with the physgun or +USE.


OnPhysGunPunt
Fired when a player punts this object with the physgun.


OnPhysGunOnlyPickup
Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.
OnPhysGunDrop
Fired when a player drops this object.


OnPlayerUse
Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set.

BreakableBrush:

OnBreak
!activator = entity that breaks the object
!caller = this entity
Fired when this object breaks.
OnHealthChanged <floatRedirectOutput/float>
!activator = entity that caused the health change
!caller = this entity
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.