Prop physics respawnable

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Revision as of 14:08, 25 April 2020 by RandomCatDude (talk | contribs) (→‎Entity description: added that the game crashes when a trigger_hurt breaks this entity. it needs further testing though)
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Template:Hl2dm point

Entity description

This entity is the same as prop_physics, except it respawns a set time after breaking/exploding.

Icon-Bug.pngBug:Breaking this entity using a trigger_hurt will crash the game.
Note.pngNote:Needs further testing.
  [todo tested in ?]

Keyvalues

Note.pngNote:Page left for viewable history, content moved to prop_physics

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Respawn time ([todo internal name (i)]) <integer>
Amount in seconds this prop will respawn after it breaks.

Flags

Note.pngNote:Page left for viewable history, content moved to prop_physics

Inputs

Ignite
Ignite, burst into flames.
IgniteLifetime <floatRedirectInput/float>
Ignite with the given lifetime.
Todo: Before the flames extinguish, or before health reaches zero?
IgniteNumHitboxFires <integerRedirectInput/integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <floatRedirectInput/float>
Ignite with the given hitbox fire scale.
Note.pngNote:Page left for viewable history, content moved to prop_physics

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Outputs

Note.pngNote:Page left for viewable history, content moved to prop_physics

See also

prop_physics - Normal prop_physics entity.