Template:I BasePropPhysics: Difference between revisions
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Kestrelguy (talk | contribs) m (can tell it to mark all inputs as !FGD.) |
SirYodaJedi (talk | contribs) m (Inherits BreakableProp) |
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{{IO|DisableMotion|Tell the object to stop moving completely. No physics forces will re-enable motion, not even <code>Wake</code>.|nofgd={{{nofgd|}}}}} | {{IO|DisableMotion|Tell the object to stop moving completely. No physics forces will re-enable motion, not even <code>Wake</code>.|nofgd={{{nofgd|}}}}} | ||
{{IO|EnableMotion|If the object's motion has been disabled entirely, tell it to resume movement as usual. This will also <code>Wake</code> the object, if it is <code>Sleep</code>ing.|nofgd={{{nofgd|}}}}} | {{IO|EnableMotion|If the object's motion has been disabled entirely, tell it to resume movement as usual. This will also <code>Wake</code> the object, if it is <code>Sleep</code>ing.|nofgd={{{nofgd|}}}}} | ||
{{IO|DisableFloating|If the object would normally float when in water, tell it not to float. There seems to be no way to re-enable floating behavior, but programming a method to do this should be fairly simple (<code>CALLBACK_DO_FLUID_SIMULATION</code>).|nofgd={{{nofgd|}}}}}</onlyinclude>[[Category:Input Templates|BasePropPhysics]] | {{IO|DisableFloating|If the object would normally float when in water, tell it not to float. There seems to be no way to re-enable floating behavior, but programming a method to do this should be fairly simple (<code>CALLBACK_DO_FLUID_SIMULATION</code>).|nofgd={{{nofgd|}}}}} | ||
{{I BreakableProp}}</onlyinclude>[[Category:Input Templates|BasePropPhysics]] |
Revision as of 19:58, 23 April 2024
- {{{nohl2}}} — If nonzero, hides weapon_physcannon-related inputs.
- {{{nofgd}}} — If nonzero, marks all inputs as !FGD.}}
BasePropPhysics:
- Sleep
- Tell the prop to quit moving. Any physics forces (excluding gravity and water buoyancy) will cause the object to resume moving as usual. Sleeping also occurs automatically when the object has no physics forces to keep it awake, and when it is no longer moving a noticeable amount.
- Wake
- If the object was told to sleep, tell it to start moving again.
- DisableMotion
- Tell the object to stop moving completely. No physics forces will re-enable motion, not even
Wake
.
- EnableMotion
- If the object's motion has been disabled entirely, tell it to resume movement as usual. This will also
Wake
the object, if it isSleep
ing.
- DisableFloating
- If the object would normally float when in water, tell it not to float. There seems to be no way to re-enable floating behavior, but programming a method to do this should be fairly simple (
CALLBACK_DO_FLUID_SIMULATION
).
BreakableProp:
- Break
- Breaks the breakable.
- SetHealth <integer>
- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
- AddHealth <integer>
- Adds health to the breakable.
- RemoveHealth <integer>
- Removes health from the breakable.
- physdamagescale <float>
- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
- EnablePhyscannonPickup
- Makes the breakable able to picked up by the gravity gun.
- DisablePhyscannonPickup
- Makes the breakable not able to picked up by the gravity gun.
- EnablePuntSound (in all games since
)
- Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
- DisablePuntSound (in all games since
)
- Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.