Template:KV BasePropPhysics: Difference between revisions
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<noinclude>{{lang|{{FULLPAGENAME}}}}[[Category:Keyvalue Templates|BasePropPhysics]] | <noinclude>{{lang|{{FULLPAGENAME}}}}[[Category:Keyvalue Templates|BasePropPhysics]] | ||
</noinclude>{{minititle|BasePropPhysics}} | |||
</noinclude>{{ | |||
{{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|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|Impact damage type|intn=Damagetype|bool|If true (1), damage type is sharp and the object can slice others.|nofgd={{{nofgd|}}}}} | {{KV|Impact damage type|intn=Damagetype|bool|If true (1), damage type is sharp and the object can slice others.|nofgd={{{nofgd|}}}}} |
Revision as of 06:01, 2 July 2024
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!
BreakableProp:
- Explosion Damage (ExplodeDamage) <float>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explosion Radius (ExplodeRadius) <float>
- If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Sound to make when punted (puntsound) <sound> (in all games since
)
- Sound to make when punted by gravity gun.
- Break Model Message (BreakModelMessage) <string> (only in
)
- "If set, will use this break model message instead of the normal break behavior."
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.
Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
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