Prop interactions
		
		
		
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The optional physgun_interactions QC $keyvalues block affects how props are handled by and respond to the Gravity Gun.
Example
$keyvalues { physgun_interactions { preferred_carryangles "0 0 0" onworldimpact stick onfirstimpact break onfirstimpact paintsplat onlaunch spin_zaxis onbreak explode_fire damage none } }
Options
- preferred_carryangles <angles>
- Sets the angles, relative to the player's orientation, at which the prop will be held when carried.
- This is used with the sawblades and propellers in Ravenholm, as well as the turret NPCs in Nova Prospekt.
- onworldimpact <choices>
- Literal Value - Description - stick - Prop will embed itself into the world if it hits it after being launched. 
- onfirstimpact <choices>
- Literal Value - Description - break - Prop should always break on colliding with anything after being launched. - paintsplat - Prop applies paint decals to the first thing it hits after being launched. - impale - Prop impales whatever it first collides with after being launched. Not used in HL2, and hence unsupported at this time. 
- onlaunch <choices>
- Literal Value - Description - <no value> - Physgun applies random angular velocity to the prop as it launches. - spin_none - Prop does not spin when launched. - spin_zaxis - Prop should spin around the Z axis when launched by the physcannon. (e.g. Ravenholm propellers.) 
- onbreak <choices>
- Literal Value - Description - explode_fire - Prop ignites nearby enemies when it explodes on breaking. 
- damage <choices>
- Literal Value - Description - none - Prop does not move when 'attacked' with the physgun. It may still take damage, but it won't move due to the impact.