Template:KV BasePropPhysics

From Valve Developer Community
Revision as of 16:48, 17 August 2005 by Ts2do (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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.