Physics cannister

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Entity Description

A physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode.

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Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • model
<studio> World model.
  • expdamage
<string> The amount of damage done by the explosion created when the cannister blows up.
  • expradius
<string> The radius of the explosion to create when the cannister blows up.
  • health
<integer> The amount of damage the cannister takes before exploding.
  • thrust
<string> When the cap has been blown off, and the escaping gas is thrusting the cannister about, this is the amount of thrust generated.
  • fuel
<string> The amount of time that gas leaks from the cannister before being considered empty.
  • rendercolor
<color255> Smoke Color (R G B).
  • renderamt
<integer> Smoke Alpha (0 - 255).
  • gassound
<sound> The sound played when the gas is escaping from the cannister.

Flags

  • 1 : Start Asleep
  • 2 : Explodes

Inputs

  • Activate <string>
Start gas escaping from the cannister.
  • Deactivate <string>
Stop gas escaping from the cannister.
  • Explode <string>
Force the cannister to explode.
  • Wake
Wakes up the cannister, if it is sleeping.

Outputs

  • OnActivate
Fired when gas starts to escape from the cannister. (!activator is the activator)
  • OnAwakened
Fired when this entity becomes awake (collision/force is applied).