Prop combine ball: Difference between revisions
Jump to navigation
Jump to search
Note:Default model:
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |
(-added class hierarchy, cleanup, nofgd stuff, convars) |
||
Line 1: | Line 1: | ||
{{CD|CPropCombineBall|file1=1}} | |||
[[File:Combineball.png|thumb|right|200px|[[prop_combine_ball]] preview.]] | [[File:Combineball.png|thumb|right|200px|[[prop_combine_ball]] preview.]] | ||
{{distinguish|prop_energy_ball}} | {{distinguish|prop_energy_ball}} | ||
{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=prop_combine_ball | {{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|game4=Portal series|name=prop_combine_ball}} | ||
A prop that physically simulates as a single rigid body. It can be constrained to other [[prop_physics|physics object]]s using [[phys_hinge|hinge]]s or other [[constraint]]s. It can also be configured to break when it takes enough damage. | A prop that physically simulates as a single rigid body. It can be constrained to other [[prop_physics|physics object]]s using [[phys_hinge|hinge]]s or other [[constraint]]s. It can also be configured to break when it takes enough damage. | ||
__NOTOC__ | |||
{{note|Default model: <code>models/effects/combineball.mdl</code>}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV | {{KV Targetname}} | ||
==Inputs== | ==Inputs== | ||
{{IO|Explode|Explode.}} | {{IO|Explode|Explode.}} | ||
{{IO|FadeAndRespawn|{{todo}}|nofgd=1}} | |||
{{IO|Socketed|{{todo}}|nofgd=1}} | |||
== Flags == | |||
{{fl|65536|todo|nofgd=1}} | |||
== | == ConVars == | ||
{{ | {{varcom|start}} | ||
{{varcom|sk_npc_dmg_combineball|15||}} | |||
{{varcom|sk_combineball_guidefactor|0.5||}} | |||
{{varcom|sk_combine_ball_search_radius|512||}} | |||
{{varcom|sk_combineball_seek_angle|15.0||}} | |||
{{varcom|sk_combineball_seek_kill|0||}} | |||
{{varcom|end}} | |||
==See also== | ==See also== | ||
*{{ent|point_combine_ball_launcher}} | *{{ent|point_combine_ball_launcher}} |
Revision as of 06:38, 2 July 2024
![]() |
---|
CPropCombineBall |
![]() |

prop_combine_ball preview.
Not to be confused with prop_energy_ball.
prop_combine_ball
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two,
Half-Life 2: Deathmatch, and
Portal series.
A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage.

models/effects/combineball.mdl
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Explode
- Explode.
- FadeAndRespawn !FGD
- [Todo]
- Socketed !FGD
- [Todo]
Flags
- todo : [65536] !FGD
ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_npc_dmg_combineball | 15 | ||
sk_combineball_guidefactor | 0.5 | ||
sk_combine_ball_search_radius | 512 | ||
sk_combineball_seek_angle | 15.0 | ||
sk_combineball_seek_kill | 0 |
See also
Categories:
- CBaseAnimating
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Non-internal Portal series entities
- Portal series entities
- Portal series point entities