env_physexplosion
Class hierarchy |
---|
CPhysExplosion |
physobj.cpp
|
env_physexplosion
is a point entity available in all Source games.
It applies a physical force to physics objects within its radius, anything from a gentle nudge to a big explosion, depending on its magnitude. The explosion itself is not visible; for visible explosions, use env_explosion
.
Contents
Tip:Use this at a low force on hanging objects like lights or bodies to make them sway.
Flags
No Damage : [1]
- Only Force (Players are not ever damaged by the explosion (regardless of this flag), only objects.)
Push players : [2]
Push radially : [4]
- not as a sphere (Radially meaning as a circle/cylinder. No upward or downward force will be generated.)
Test LOS before pushing : [8]
Disorient player if pushed : [16]
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Magnitude
(magnitude)
<string> - Amount of physics force applied by the explosion.
- Note:The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity.
- Clamp Radius (0 = auto)
(radius)
<string> - If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
- Limit to Entity
(targetentityname)
<targetname> - If specified, the explosion will only affect the matching entity.
- Inner radius
(inner_radius)
<float> - If not zero, the LOS is calculated from a point intersecting this sphere.
Inputs
Explode
- Trigger the explosion.
Outputs
OnPushedPlayer
- Fires when the player is pushed by the explosion.