prop_data base types
prop_data
tells the engine about the internal properties of a model. It is used to make them:
- Physical (by default models with
prop_data
cannot be static) - Breakable (with gibs)
- Flammable
- Explosive
It is a KeyValues block embedded with the QC command $keyvalues
.

$surfaceprop
.Example
$keyvalues { prop_data { base Wooden.Small dmg.bullets 0 explosive_damage 100 explosive_radius 50 } }
Here we derive prop_data from the generic base_type "Wooden.Small". Then we use additional keyvalues to give the model three special characteristics: it will be bulletproof, but when it breaks it will explode and cause up to 100 damage to entities within a 50 unit radius.
Tips
- You don't need to override anything at all if you don't want to
- Just set a
base
and you've got a working physics prop. - Don't override health levels in all your props
- Instead, use the base_types and let them set the health. This way you won't have one chair that takes twice as much damage as every other chair.
- Whenever possible, avoid mixing material types inside the same prop
- Don't make half-metal, half-wood props.
- Follow Valve's rules above unless you have good reason to change them
- In addition: Valve consider metal and plastic invulnerable, but everything else breakable.
- Avoid collecting multiple objects into the same prop
- Especially if you or Valve individually simulate identical-looking objects elsewhere.
- Avoid moving parts and materials Source doesn't simulate
- Don't hang coats from a coat rack or put water in a physical fish tank.
Should my model be physical?
In Half-Life 2, Valve tried to follow these general rules:
- If it's going to attach to or act as a support for a non-moving thing...
- It should be static.
- If it generates static light...
- It should be static.
- If it's really big and the player couldn't possibly move it...
- It should be static.
- Otherwise...
- It should be physical.
Options
base <string>
- Gives the model a predefined prop_data type, providing all the data the engine needs to make the model both physical and breakable. All other commands are overrides.
General
health <int>
- The amount of damage this prop should take before breaking. 0 means don't break.
allowstatic <bool>
- Allows the model to be used with prop_static. To enforce consistency, avoid if possible.
physicsmode
<choices>- Sets the physics mode used by prop_physics_multiplayer. Can be overridden by the entity in the Orange Box.
Number | Name | Description |
---|---|---|
1 | Solid, Server-side | Solid, pushes the player away. |
2 | Non-Solid, Server-side | Non-solid, but gets pushed away by the player. |
3 | Non-Solid, Client-side | Non-solid, clientside simulated only. |
blockLOS <bool>
- Overrides whether the prop should block NPC Line of Sight. If unspecified, the game engine will decide based on the model's dimensions.
AIWalkable <bool>
- Should NPCs try walking over this prop? Todo: Does the prop type matter?
Damage modifiers
Use damage modifiers to reflect differences between the amount of damage that an object takes from different attacks. Don't use them to reflect overall damage strength. (e.g. Stone is resilient to everything. To reflect this, increase the health of all stone objects, don't set the damage modifiers lower.)
dmg.bullets
<float>- Modifies damage done by bullets.
- Paper, Cloth and Glass = 0.5
- Wood = 0.75
- Flesh = 1.25.
dmg.club
<float>- Modifies damage done by blunt impacts.
- Cloth = 0.75
- Paper and Pottery = 1.25
- Wood = 2.0
dmg.explosive
<float>- Modifies damage done by explosions.
- Paper, Cloth, Pottery, Flesh and Wood = 1.5
damage_table
<choices>- Impact Damage Tables are defined in C++ code (in physics_impact_damage.cpp), and contain very detailed information about what damage a prop should take from different directions and forces. Only Glass and Pottery base_types inherit one.
Tip:Use
damage_table ""
to ignore an inherited table.glass
- Extremely fragile, will break just by being dropped.
player
- [Todo]
player_vehicle
- [Todo]
npc
- [Todo]
Flammable props
fire_interactions
is a subkey of prop_data
that defines flammability. There are only three known parameters, each with only one known value:
$keyvalues { prop_data { fire_interactions { ignite halfhealth // Will ignite spontaneously on reaching 50% health. explosive_resist yes // Clamp blast damage so that the prop ignites instead of breaking. flammable yes // Can be ignited by fire and explosions. } } }
- Todo: confirm that fire_interactions are not used for flammable NPC models.
- Todo: confirm whether unbreakable (health 0) models can be flammable.
Exploding props
If these two fields are specified for a prop, and it is given health so that it can be damaged, then it will explode when it breaks.
explosive_damage <float>
- The amount of explosive damage.
explosive_radius <float>
- The radius of the explosion. Damage falls off as distance from the origin increases.
Gibs
The prop_data system handles generic gibs. Generic gibs are used for any breakable object that doesn't have custom gibs.
breakable_model <choices>
- Defines the set of generic gibs (as defined in
scripts\propdata.txt
) this prop should break into. Props with a wooden base type gib in this manner already. See also creating custom gibs.WoodChunks
GlassChunks
ConcreteChunks
MetalChunks
breakable_count <int>
- The number of generic breakable gibs to break into. If this is not specified, the engine will generate a sensible number based on the gibs' and model's sizes.
breakable_skin <int>
- Allows you to specify a skin to use on the gib models, which is useful for matching the original prop's skin.
- Only props with Wooden base_types inherit a gib skin (skin 0).
multiplayer_break <choices>
Confirm:Determines where the gibs from a prop_physics_multiplayer are simulated.
both
server
client
(default)
- Todo: Confirm whether breakable_count, breakable_skin and multiplayer_break do not affect custom gibs.
- Todo: Confirm whether multiplayer_break is set for the breakable model rather than each individual gib itself.
Generic prop_data
base_types
The purpose of the prop_data base_type is to apply generic, preset prop_data values to physics models. This ensures that in-game physics interactions are reasonably consistent for similar types of objects.
- Wherever possible, models should use one of these base_types instead of defining their own prop_data values. Once you have set a base_type for your model, it is not necessary to specify any other prop_data keyvalues - you have a working physics model.
- This table shows a list of the prop_data base_type names (and some guidance notes) available for Source SDK Base games. (A mod could conceivably use a different or modified list of prop_data base_type names, but this is unlikely.)
These are the prop_data base types available in Source SDK Base, as of April 2008:
Cardboard.Small
- Cardboard / Paper blocks, less than 1ft3
Cardboard.Medium
- Cardboard / Paper blocks, less than 3ft3
Cardboard.Large
- Large Cardboard / Paper blocks (boxes, paper stacks...)
Cloth.Small
- Small / thin cloth objects
Cloth.Medium
- Heavier cloth / leather objects
Cloth.Large
- Large / thick cloth objects (upholstery)
Wooden.Tiny
- Tiny Wooden pieces that should die in one hit
Wooden.Small
- Wooden blocks, less than 1ft3
Wooden.Medium
- Wooden blocks, less than 3ft3
Wooden.Large
- Large wooden blocks, less than 5ft3
Wooden.ExtraLarge
- Extra large wooden objects
Wooden.Huge
- Huge wooden objects (bookcases, wardrobes...)
Stone.Small
- Stone blocks, less than 1ft3
Stone.Medium
- Medium stone blocks, less than 3ft3
Stone.Large
- Large stone blocks, less than 5ft3
Stone.Huge
- Huge stone blocks, greater than 5ft3
Glass.Small
- Glass blocks, less than 1ft3
Glass.Window
- Window panes
Metal.Small
- Small metal blocks, less than 1ft3
Metal.Medium
- Medium metal objects
Metal.Large
- Large metal objects (cars, fridges...)
Plastic.Small
Item.Small
- Plastic blocks, less than 2ft3
Plastic.Medium
Item.Medium
- Plastic blocks, less than 4ft3
Plastic.Large
Item.Large
- Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructible (computers etc.)
Pottery.Small
- Pottery blocks, less than 2ft3
Pottery.Medium
- Medium pottery objects (flowerpots, plates...)
Pottery.Large
- Large pottery objects
Pottery.Huge
- Huge pottery objects (big ornate vessels)
Flesh.Tiny
- Flesh/fruit that should die in a single hit
Flesh.Small
- Flesh/fruit less than 1ft3
Warning: Display title "prop_data base types" overrides earlier display title "prop_data".
- Before 'overriding', say, the
health
of just one specific "Wooden.Small" model, consider whether it would in fact be more appropriate to change the health of all "Wooden.Small" models in your mod. If so, you will want to edit the "Wooden.Small" values inpropdata.txt
rather than the QC of your model.
editing propdata.txt
The purpose of game_dir/scripts/propdata.txt
is to define generic, preset prop_data for physics models. This ensures that in-game physics interactions are reasonably consistent for similar types of objects.
Editing propdata.txt is an easy way to apply tweaks to the entire set of prop models without having to recompile each mdl. For example, in response to HL2 playtesting, Valve tweaked the overall amount of health for all wooden objects in the game several times.
Whilst it is possible to define new prop_data base_types, or rename existing ones, this would undermine the whole purpose of the propdata.txt file (vis to preserve consistency between physics models) and may render the vast majority of models available for Source games incompatible with your mod. It is therefore recommended that whenever possible, you should only edit the keyvalues of the existing base_types, not their names. Example (section from Source SDK Base/scripts/propdata.txt):
//================================================================================= // PAPER //================================================================================= // Base damage modifiers for paper objects "Cardboard.Base" // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. { "dmg.bullets" "0.5" "dmg.club" "1.25" "dmg.explosive" "1.5" } "Cardboard.Small" // Cardboard or Paper blocks, less than 1 foot cubed. eg small cardboard boxes, notepads, newspapers, thin books. { "base" "Cardboard.Base" "health" "10" } "Cardboard.Medium" // Cardboard or Paper blocks, less than 3 foot cubed. eg cardboard boxes. thick books { "base" "Cardboard.Base" "health" "20" } "Cardboard.Large" // Large Cardboard or Paper blocks. i.e. solid cardboard boxes { "base" "Cardboard.Base" "health" "40" }

Generic gibsets
Generic gibsets are also defined at the foot of propdata.txt. There are only four of them : "WoodChunks", "GlassChunks", "ConcreteChunks" and "MetalChunks". Only "WoodChunks" are assigned to a base_type (namely the "Wooden" base_types). However many models will make direct use of these generic gibsets via the prop_data "breakable_model" key.
- Example (section from Source SDK Base/scripts/propdata.txt):
"WoodChunks" // Sorted in order of smallest to largest { "models\Gibs\wood_gib01e.mdl" "1" "models\Gibs\wood_gib01d.mdl" "1" "models\Gibs\wood_gib01c.mdl" "1" "models\Gibs\wood_gib01b.mdl" "1" "models\Gibs\wood_gib01a.mdl" "1" }
Prototyping models
When working on prototypes, or when you don't have modellers handy, it's useful to be able to work around the prop data system's enforcement. To do this, use the prop_physics_override and prop_dynamic_override entities instead of prop_physics and prop_dynamic. A prop_physics_override entity will not remove itself if it is assigned a model that wants to be static (i.e. has no "prop_data" entry in its $keyvalues
.QC section). It will also allow the level designer to set its "health".
The override entities allow you to temporarily use models incorrectly while prototyping, or waiting for a modeller to finish up a new model that has the properties you desire. It is highly recommended that you use Hammer's Entity Report feature to check each of your maps to ensure you have no override entities left when you ship them. Otherwise you may be shipping physics inconsistencies, and players are extremely quick to notice them (the orange bucket won't move when I shoot it on this level, but it did on the previous one).
See also func_physbox for brush-based physics objects.
See also
- prop_static, prop_dynamic, prop_physics - common prop entities.
- Prop Types Overview - an article describing various prop types.
- physgun interactions - another QC $keyvalues block that defines some special interactions between prop_physics models and the physcannon.