Prop combine ball: Difference between revisions

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m (Classifying as model entity)
(Add proper preview image demonstrating various prop_combine_ball functionality)
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{{CD|CPropCombineBall|file1=1}}
{{CD|CPropCombineBall|file1=1}}
[[File:Combineball.png|thumb|right|200px|[[prop_combine_ball]] preview.]]
[[File:prop_combine_ball Preview.png|thumb|right|250px|[[prop_combine_ball]] demo.]]
{{distinguish|prop_energy_ball}}
{{distinguish|prop_energy_ball}}
{{this is a|model entity|game=Half-Life 2 series|game1=Portal series|name=prop_combine_ball}}
{{this is a|model entity|game=Half-Life 2 series|game1=Portal series|name=prop_combine_ball}}

Revision as of 16:02, 25 August 2025

C++ Class hierarchy
CPropCombineBall
CBaseAnimating
CBaseEntity
C++ prop_combine_ball.cpp
Not to be confused with prop_energy_ball.

prop_combine_ball is a model entity available in Half-Life 2 series Half-Life 2 series and Portal series Portal series.

See point_combine_ball_launcher for an entity that spawns these.

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.


Note.pngNote:Default model: 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 or target).
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
Quietly fades out the combine ball in 0.1s, presumably so an associated ball launcher can spawn another one.
Socketed  !FGD
Speculation: Used internally to trigger alyx to react to player actions in Half-Life 2 campaigns.

Flags

SF_COMBINE_BALL_BOUNCING_IN_SPAWNER : [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