Env physexplosion

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Template:Base point It 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

Magnitude ([todo internal name (i)]) <string>
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.
Clamp Radius (0 = auto) ([todo internal name (i)]) <string>
If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
Limit to Entity ([todo internal name (i)]) <targetname>
If specified, the explosion will only affect the matching entity.
Inner radius ([todo internal name (i)]) <float>
If not zero, the LOS is calculated from a point intersecting this sphere.
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

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.

Flags

  • 1 : No Damage - Only Force
  • 2 : Push players
  • 4 : Push radially - not as a sphere
  • 8 : Test LOS before pushing
  • 16 : Disorient player if pushed

Inputs

Explode
Trigger the explosion.


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.

Outputs

OnPushedPlayer
Fires when the player is pushed by the explosion.