prop_combine_ball

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Revision as of 09:43, 24 October 2024 by Robotboy655 (talk | contribs) (→‎Inputs: fill in info about inputs)
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C++ Class hierarchy
CPropCombineBall
CBaseAnimating
CBaseEntity
C++ prop_combine_ball.cpp
Not to be confused with prop_energy_ball.

prop_combine_ball is a point entity available in Half-Life 2 series Half-Life 2 series and Portal series Portal series.

A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage.


Note.pngNote:Default model: models/effects/combineball.mdl

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

Inputs

Explode
Explode.
FadeAndRespawn  !FGD
Quietly fades out the combine ball in 0.1s, presumably so an associated ball launcher can spawn another one.
Socketed  !FGD
Speculation: Used internally to trigger alyx to react to player actions in Half-Life 2 campaigns.

Flags

SF_COMBINE_BALL_BOUNCING_IN_SPAWNER : [65536] !FGD

ConVars

Cvar/Command Parameters or default value Descriptor Effect
sk_npc_dmg_combineball 15
sk_combineball_guidefactor 0.5
sk_combine_ball_search_radius 512
sk_combineball_seek_angle 15.0
sk_combineball_seek_kill 0

See also