Prop data
Setting up a prop model
Once you've built your prop model, you need to setup the prop data that should be enforced. Prop data is embedded into the $keyvalues
section of the model's .QC file.
First, you need to decide how the prop should be simulated. For HL2, Valve tried to follow these general rules:
- If it's going to attach to, or act as a support for a non moving thing, it should be static.
- If it generates light, it should be static.
- If it's really big and the player can't possibly move it, it should be static.
- Otherwise, it should be physically simulated.
If you want your prop to be static, then you're done. Any model without a prop_data section in its $keyvalues
section will be forced to be static. If a level designer places it as a prop_physics
entity, it will be removed during BSP compile and a warning will be displayed in the compiler log.
If you want your prop to be physically simulated, then you need to add a prop_data block into $keyvalues
section to the model's .QC file, unless it's there already. An example $keyvalues
entry would look something like this:
$keyvalues { prop_data { base Wooden.Small dmg.bullets 0 explosive_damage 100 explosive_radius 100 } }
This example prop_data entry tells the prop to derive all of its data from the base class "Wooden.Small
" entry in the propdata.txt
file. It then goes on to override several values, making the model immune to bullet damage but creating an explosion when the model breaks.
To find the best prop_data base class for your model, see prop_data base material guidelines. If you are modelling for a mod that doesn't use the default propdata.txt, open up the mod/scripts/propdata.txt
file and find the entry that best matches the prop you've built. Make sure you choose a "<material>.<size>
" entry, not the "<material>.Base
" entry that simply sets damage modifiers for the material type.

- You don't need to override anything at all if you don't want to. Just use
base
and you've got a working physics prop. - Don't override health levels in all your props. Instead, use the base prop classes and let them set the health. This way you won't have one chair that takes twice as much health as every other chair.
- Whenever possible, avoid mixing material types inside the same prop. i.e. don't make half-metal, half-wood props.
- Follow the HL2 rules unless you have good reason to change them: metal & plastic are invulnerable. Everything else breaks.
- Avoid collecting multiple objects into the same prop, especially if we individually simulate identical looking objects elsewhere.
- Avoid moving parts & materials we don't simulate, i.e. don't hang coats from a coat rack.
prop_data keyvalues
General
base
<choices>- Defines the physical properties of the prop, according to the material from which it is made. All other keyvalues override those inherited from this!
- See prop_data base material guidelines for a list of Valve's stock prop_data types.
allowstatic
<boolean>- Allow this model to be prop_static as well as prop_physics. For consistency, avoid using this.
physicsmode
<choices>- Sets the physics mode used by prop_physics_multiplayer.
Number | Name | Description |
---|---|---|
1 | Solid, Server-side | Solid, pushes the player away. |
2 | Non-Solid, Server-side | Non-solid, but gets pushed away by the player. |
3 | Non-Solid, Client-side | Non-solid, clientside simulated only. |
- Template:Ep2 add
blockLOS
<boolean>- Overrides whether the prop should block NPC Line of Sight. If unspecified, the game engine will decide based on the model's dimensions.
AIWalkable
<boolean>- Set whether AI should try walking over this prop. Todo: Does the prop type matter?
health
<integer>- The amount of damage this prop should take before breaking. If 0 or null, it cannot be destroyed.
Damage modifiers
Use damage modifiers to reflect differences between the amount of damage that an object takes from different attacks. Don't use them to reflect overall damage strength. (e.g. Stone is resilient to everything. To reflect this, increase the health of all stone objects, don't set the damage modifiers lower.)
dmg.bullets
<float>- Modifies damage done by bullets. Default is 1.0
- Paper, Cloth and Glass Window = 0.5
- Wood = 0.75
- Flesh = 1.25.
dmg.club
<float>- Modifies damage done by blunt impacts. Default is 1.0
- Cloth = 0.75
- Paper and Pottery = 1.25
- Wood = 2.0
dmg.explosive
<float>- Modifies damage done by explosions. Default is 1.0
- Paper, Cloth, Pottery, Flesh and Wood = 1.5
damage_table
<choices>- A Damage Table is defined by a programmer (in physics_impact_damage.cpp), and contains very detailed information about what damage a prop should take from different directions and forces. Only Glass and Pottery props inherit one; the others are used per-entity in C++ code.
Tip:Use
damage_table ""
to ignore an inherited table.
Flammable props
fire_interactions is a sub-set of the prop_data $keyvalues that defines flammability. There are only three known parameters, each with only one known value:
$keyvalues { prop_data { fire_interactions { ignite halfhealth // Will ignite on reaching 50% health explosive_resist yes // Clamp blast damage so that the prop ignites instead of breaking flammable yes // Can be ignited by fire and explosions } } }
Gibs
The prop_data system handles generic gibs. Generic gibs are used for any breakable object that doesn't have custom gibs. Custom gibs are assigned to a model using the $collisiontext QC command.
- breakable_model <choices>
- Defines the set of generic gibs this prop should break into.
- WoodChunks
- GlassChunks
- ConcreteChunks
- MetalChunks
- Only props with the Wood "base class" inherit a gibset (WoodChunks).
- This is only necessary if the prop doesn't have custom gibs. In general custom gibs are far superior to generic ones, but of course, there's a limit to how many custom gibs you can fit into memory.
- Generic Gibsets are defined at the bottom of
mod/scripts/propdata.txt
. - breakable_count <integer>
- The number of generic breakable gibs to break into. Required for gibs to appear.
- This allows you to hard-code the number gibs yourself. By default the game engine will attempt to attribute a sensible number of generic gib models within the volume of the breaking object, based upon their (and its) size.
- Only props with the Wood "base class" inherit a gib count - ranging from Wood.Tiny = 0 through to Wood.Huge =10.
- breakable_skin <integer>
- The skin to use on the generic breakable models.
- Allows you to specify a skin to use on the gib models, which is useful for matching the original prop's material.
- Only props with the Wood "base class" inherit a gib skin (skin 0).
- multiplayer_break <choices>
- Determines whether the gibs from a prop_physics_multiplayer are simulated on the Client or Server or both.
Literal Value | Description |
---|---|
both | Creates gibs on both the server and the client. |
server | Only creates gibs on the server. |
client | Only creates gibs on the client. This is the default behavior. |
- Usually small gibs have no significant collision effect that might influence in-game events, so these are handled clientside rather than using up client-server connection bandwidth.
- Todo: confirm that multiplayer_break is set for the breakable model rather than each individual gib itself.
Exploding props
If these two fields are specified for a prop, then the prop will create an explosion with the specified values when it breaks.
$keyvalues { prop_data { health 1 // health must be >0 for the prop to be breakable. explosive_damage <float> // The amount of explosive damage done by this prop when it breaks. explosive_radius <float> // The radius of the explosion caused by this prop when it breaks. } }
Prototyping models
When working on prototypes, or when you don't have modellers handy, it's useful to be able to work around the prop data system's enforcement. To do this, use the prop_physics_override and prop_dynamic_override entities instead of prop_physics and prop_dynamic. A prop_physics_override entity will not remove itself if it is assigned a model that wants to be static (i.e. has no "prop_data" entry in its $keyvalues
.QC section). It will also allow the level designer to set its "health".
The override entities allow you to temporarily use models incorrectly while prototyping, or waiting for a modeller to finish up a new model that has the properties you desire. It is highly recommended that you use Hammer's Entity Report feature to check each of your maps to ensure you have no override entities left when you ship them. Otherwise you may be shipping physics inconsistencies, and players are extremely quick to notice them (the orange bucket won't move when I shoot it on this level, but it did on the previous one).
propdata.txt
The purpose of the Prop Data system is to ensure that the interactive behavior of prop models stays consistent across all the levels in your game / mod. The three core prop entities (prop_static, prop_dynamic, and prop_physics) all use the prop data system to load game-related data from the model they're set to use. This section will explain how you can edit it in your mod.
The Prop Data system stores data hierarchically. The prop_data base classes are defined inside the mod\scripts\propdata.txt
file. Wherever possible, models use one of these classes instead of defining their own class. This ensures a reasonable level of consistency in physics with models, and makes it easier to apply tweaks to the entire set of prop models without having to recompile each mdl. For example, in response to Half-Life 2 playtests, Valve tweaked the overall amount of health for all wooden objects in the game several times.
The propdata.txt
format is a KeyValue formatted data file, where each entry matches the following format:
<material_type>.<size_description> // Suggested format; you can actually call it anything you like (but avoid spaces) { key "value x or y" // If there is a space or tab character within a key or value, you need quote marks around it (...) }
See also
- prop_static, prop_dynamic, prop_physics - common prop entities.
- Prop Types Overview - an article describing various prop types.
- physgun interactions - another QC $keyvalues block that defines some special interactions between prop_physics models and the physcannon.