Prop combine ball: Difference between revisions
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Note:Default model:
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Pivotman319 (talk | contribs) (Add proper preview image demonstrating various prop_combine_ball functionality) |
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{{CD|CPropCombineBall|file1=1}} | {{CD|CPropCombineBall|file1=1}} | ||
[[File: | [[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
| CPropCombineBall |
prop_combine_ball demo.
Not to be confused with prop_energy_ball.
prop_combine_ball is a model entity available in
Half-Life 2 series and
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.
models/effects/combineball.mdlKeyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
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 |