Prop combine ball: Difference between revisions
Jump to navigation
Jump to search
Note:Default model:
Pivotman319 (talk | contribs) (describe prop_combine_ball, add description for input Socketed) |
Pivotman319 (talk | contribs) mNo edit summary |
||
Line 4: | Line 4: | ||
{{this is a|model entity|game=Half-Life 2 series|game1=Portal series|name=prop_combine_ball}} It is a high-energy ball that disintegrates any organic material in its path. It is primarily found in the Citadel as an energy source, and weaponized by elite Combine soldiers. | {{this is a|model entity|game=Half-Life 2 series|game1=Portal series|name=prop_combine_ball}} It is a high-energy ball that disintegrates any organic material in its path. It is primarily found in the Citadel as an energy source, and weaponized by elite Combine soldiers. | ||
See [[point_combine_ball_launcher]] for an entity that spawns these. | See {{code|[[func_combine_ball_spawner]]}} and {{code|[[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 [[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. |
Revision as of 16:22, 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. It is a high-energy ball that disintegrates any organic material in its path. It is primarily found in the Citadel as an energy source, and weaponized by elite Combine soldiers.
See func_combine_ball_spawner and 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.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
- Explodes the pellet.
- FadeAndRespawn !FGD
- Quietly fades out the combine ball in 0.1s, presumably so an associated ball launcher can spawn another one.
- Socketed !FGD
- Unused behavior. In Episodic, invokes undefined Alyx response concept TLK_BALLSOCKETED and deletes this entity.
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 |