Prop mounted machine gun
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Template:L4d series point It is a usable .50 caliber mounted gun.


Flags
CDynamicProp:
- Use Hitboxes for Renderbox : [64]
- No VPhysics : [128] !FGD
- Start with collision disabled : [256]
Keyvalues
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
CDynamicProp:
- Default Animation (DefaultAnim) <string>
- The animation this prop will play when not doing a random or forced animation.
- Randomly Animate (RandomAnimation) <boolean>
- Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.
Note:Will only select from animation $sequences linked with
ACT_IDLE
if they exist.
- Ignore NPC Collisions (IgnoreNPCCollisions) <choices> (only in
)
- Disable collisions for NPCs if yes.
- 0: No
- 1: Yes
- Min Random Anim Time (MinAnimTime) <float>
- Minimum time between random animations.
- Max Random Anim Time (MaxAnimTime) <float>
- Maximum time between random animations.
- Update children (updatechildren) <boolean> (in all games since
)
- Update touches for any children that are attached to attachment points as this prop animates. This allows SetParentAttached triggers or func_brushes to touch properly.
- Disable Bone Followers (DisableBoneFollowers) <boolean> (in all games since
)
- Disables generation of phys_bone_followers for each convex piece the model has in its collision model.
phys_bone_follower
s can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore.
GMODSandbox:
- Allow Physics Gun (gmod_allowphysgun) <boolean> (only in
)
- If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist (gmod_allowtools) <string> (only in
)
- If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the
.lua
files of those tools. This also includes the context menu properties!
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.
- 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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Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
CDynamicProp:
- SetAnimation <string >
- Forces the prop to play the named animation.
- SetDefaultAnimation <string >
- Changes the animation played when not in a random/forced sequence.
- SetPlaybackRate <float >
- Sets the framerate at which animations are played.
- TurnOff
- Hides the prop through EF_NODRAW. The
Disable
input does the exact same thing.
- TurnOn
- Shows the prop (by removing EF_NODRAW). The
Enable
input does the exact same thing.
- DisableCollision
- Tells the prop to no longer be solid.
- EnableCollision
- Tells the prop to become solid again.
BreakableProp:
- Break
- Breaks the breakable.
- SetHealth <integer >
- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
- AddHealth <integer >
- Adds health to the breakable.
- RemoveHealth <integer >
- Removes health from the breakable.
- physdamagescale <float >
- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.

Outputs
CDynamicProp:
- OnAnimationBegun
- Fired when an animation begins.
- OnAnimationDone
- Fired when an animation finishes.
BreakableProp:
- OnBreak
- !activator = entity that breaks the object
!caller = this entity
Fired when this object breaks.
- OnHealthChanged <float >
- !activator = entity that caused the health change
!caller = this entity
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else. - OnTakeDamage
- !activator = entity that caused the damage
!caller = this entity
Fired when damage is taken.
