Prop interactions
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physgun_interactions affect how a physics prop model is handled by and responds to the weapon_physcannon. These QC commands are compiled into the model via the (optional) physgun_interactions block within the $keyvalues section of the QC file.
QC syntax 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.