Template:KV BasePropPhysics
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- 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
- BreakableProp:
- Explosion Damage (ExplodeDamage) <float>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explosion Radius (ExplodeRadius) <float>
- If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Sound to make when punted (puntsound) <sound> (in all games since
)
- Sound to make when punted by gravity gun.
- Break Model Message (BreakModelMessage) <string> (only in
)
- "If set, will use this break model message instead of the normal break behavior."
Breakable (common):
- Performance Mode (PerformanceMode) <choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices - 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt (minhealthdmg) <integer>
- If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay (PressureDelay) <float>
- Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health (health) <integer>
- How close to breaking the object is.
- Maximum Health (max_health) <integer>
- Health cannot exceed this amount.
- Physics Impact Damage Scale (physdamagescale) <float>
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
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- minhealthdmg
- <integer> The prop will ignore any damage events if the damage is less than this amount.
- shadowcastdist
- <integer> Use this to override how far this object casts shadows. 0 = default distance.
- physdamagescale
- <float> Scales damage energy when this object is hit by a physics object.
Note:0 means this feature is disabled for backwards compatibility.
- Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
- Damagetype
- <boolean> If set, damage type is sharp, otherwise blunt.
- nodamageforces
- <boolean> Used to determine whether or not damage should cause the brush to move.
- inertiaScale
- <float> Scales the angular mass of an object. Used to hack angular damage and collision response.
- massScale
- <float> A scale multiplier for the object's mass.
- overridescript
- <string> A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.
- damagetoenablemotion
- <integer> If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
- forcetoenablemotion
- <float>If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.
- BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
- puntsound (in all games since
)
- <sound> Sound to make when punted