Template:KV BasePropPhysics
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minhealthdmg
- <integer> The prop will ignore any damage events if the damage is less than this amount.
- shadowcastdist
- <integer> Use this to override how far this object casts shadows. 0 = default distance.
- physdamagescale
- <float> Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.
- Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
- Damagetype
- <boolean> If set, damage type is blunt, otherwise sharp.
- nodamageforces
- <boolean> Used to determine whether or not damage should cause the brush to move.
- inertiaScale
- <float> Scales the angular mass of an object. Used to hack angular damage and collision response.
- massScale
- <float> A scale multiplier for the object's mass.
- overridescript
- <string> A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.
- damagetoenablemotion
- <integer> If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
- forcetoenablemotion
- <float>If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.
- fademindist
- <float> Distance at which the prop starts to fade (-1 = use fademaxdist)
- fademaxdist
- <float> Max fade distance at which the prop is visible (0 = don't fade out)
- fadescale
- <float> If you specify a fade in the worldspawn, or if the engine is running under dx7, or the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.