Env physexplosion

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Entity Description

Env physexplosion.png

Env_physexplosion applies a physical force to physics objects within its radius, anything from a gentle nudge to a big explosion, depending on its magnitude. The explosion itself is not visible; for visible explosions, use env_explosion.

If the No Damage - Only Force flag isn't set, the object will also take damage from the explosion. (Damage is applied to the object only - the explosion will never directly damage the player.)

env_physexplosions set to emit a fairly low force can be useful to get lights swinging or floating debris moving.

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
  • magnitude
<float> Amount of physics force applied by the explosion.
Note.pngNote:The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity.
  • radius
<float> Clamp radius (0 = auto) If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
  • targetentityname
<target_destination> If specified, the explosion will only affect the matching entity.
  • inner_radius (in all games since Half-Life 2: Episode One)
<float> If not zero, the LOS is calculated from a point intersecting this sphere.

Flags

  • 1 : No Damage - Only Force
Don't make the object take damage from the explosion.
  • 2 : Push players (in all games since Half-Life 2: Episode One)
  • 4 : Push radially - not as a sphere (in all games since Half-Life 2: Episode One)
  • 8 : Test LOS before pushing (in all games since Half-Life 2: Episode One)
  • 16 : Disorient player if pushed (in all games since Half-Life 2: Episode One)

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • Explode
Trigger the explosion.

Outputs

Fires when the player is pushed by the explosion.