func_physbox
Class hierarchy |
---|
CPhysBox |
physobj.cpp
|
func_physbox
é um entidade de brush disponível em todos os jogos Source.
It is treated as a physics object.
ent_create
)Contents
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
- Impact Damage Type
(Damagetype)
<choices> - Define a “sharpness" (nítidez) do pincel. Os objectos afiados são muito mais prejudiciais.
- 0 : Blunt
- 1 : Sharp
- Mass Scale
(massScale)
<float > - Um multiplicador de escala para a massa do objeto. Use o convar
sv_massreport 1
para ver a massa real do objeto no jogo. - Override Parameters
(overridescript)
<string > - Uma lista de pares de chave/valor de física que normalmente se encontram num ficheiro .qc de prop de física. O formato é 'key,value,key,value,etc'.
- Health Level to Override Motion
(damagetoenablemotion)
<integer > - Se especificado, este objeto começará com o movimento desativado. Quando a sua saúde descer abaixo deste valor especificado, activará o movimento.
- Physics Impact Force to Override Motion
(forcetoenablemotion)
<float > - Se especificado, este objeto começará com o movimento desativado. Qualquer impacto que transmita uma força superior a este valor na caixa física ativará o movimento.
- Strength
(health)
<integer > - Número de pontos de dano a sofrer antes de quebrar. 0 significa não quebrar.
- Preferred Player-carry Angles
(preferredcarryangles)
<vector > - Se a spawnflag 'Use Preferred Carry Angles' estiver definida, este ângulo é o ângulo para o qual o objeto deve ser orientado quando o jogador o apanha, com a arma física ou +USE.
- Not solid to world
(notsolid)
<choices> - Se definido, o objeto passará pela geometria do mundo.
- 0 : Solid to World
- 1 : Passes through World
Breakable (brush):
- Prop Data
(propdata)
<choices> - Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. If set, it will override this entity's health and damage taken from various weapons. See prop_data base types for what each entry specifies.
|
- Strength/Health
(health)
<integer > - The damage to take before breaking. The brush will not break from damage if this is 0.
- Material Type
(material)
<choices> - Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
|
- Gibs Direction
(explosion)
<choices> - Used to decide which direction to throw gibs when broken.
|
- Precise Gib Direction
(gibdir)
<angle > - An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
- Damaging it Doesn't Push It
(nodamageforces)
<boolean > - When enabled the brush will move in response to damage.
- Gib Model
(gibmodel)
<model path > - Used by HL1Port to specify a custom gib model to break into, overriding the Material Type.
- Spawn On Break
(spawnobject)
<choices> - When broken, an entity of the selected type will be created. Nota:Only these entities may be spawned. This can be fixed by modifying func_break.cpp.
|
- Explode Magnitude
(explodemagnitude)
<integer > - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
|
Breakable (common):
- Performance Mode
(PerformanceMode)
<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
|
- Min Damage to Hurt
(minhealthdmg)
<integer > - If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay
(PressureDelay)
<float > - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health
(health)
<integer > - How close to breaking the object is.
- Maximum Health
(max_health)
<integer > - Health cannot exceed this amount.
- Physics Impact Damage Scale
(physdamagescale)
<float > - Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
- Breakable By
(BreakableType)
<choices> (apenas em )
|
Flags
Breakable (brush):
Only Break on Trigger : [1]
Break on Touch : [2]
Break on Pressure : [4]
Break immediately on Physics : [512]
Don't take physics damage : [1024]
Don't allow bullet penetration : [2048]
Start Asleep : [4096]
- Start Asleep
Ignore +USE for Pickup : [8192]
Debris - Don't collide with the player or other debris : [16384]
Motion Disabled : [32768]
Use Preferred Carry Angles : [65536]
Enable motion on Physcannon grab : [131072]
Not affected by rotor wash : [262144]
Generate output on +USE : [524288]
Physgun can ALWAYS pick up. No matter what. : [1048576]
Physgun is NOT allowed to pick this up. : [2097152]
Physgun is NOT allowed to punt this object. : [4194304]
Prevent motion enable on player bump : [8388608]
Inputs
Wake
- Wake up this physics object, if it is sleeping.
Sleep
- Put this physics object to sleep. It will wake if given the
Wake
input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this.
EnableMotion
- Enable physics motion/collision response.
DisableMotion
- Disable physics motion/collision response.
ForceDrop
- If this object is being carried by a player, with the physgun or +USE, force it to be dropped.
BreakableBrush:
Break
- Breaks the breakable.
SetHealth
<integer >- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth
<integer >- Adds health to the breakable.
RemoveHealth
<integer >- Removes health from the breakable.
SetMass
<float >- Damaging the entity applies physics forces to it.
Outputs
OnDamaged
- Fired when this entity is damaged.
OnAwakened
- Fired when this entity becomes awake (collision/force is applied).
OnMotionEnabled
- Fired when motion is enabled due to damage/physcannon/force.
OnPhysGunPickup
- Fired when a player picks this object up, either with the physgun or +USE.
OnPhysGunPunt
- Fired when a player punts this object with the physgun.
OnPhysGunOnlyPickup
- Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.
OnPhysGunDrop
- Fired when a player drops this object.
OnPlayerUse
- Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set.
BreakableBrush:
OnBreak
- Fired when this object breaks.
!activator
is whatever breaks the object.
OnHealthChanged
<float >- Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
Veja também
func_physbox_multiplayer
- Collapsing_tower - um prefab que demonstra algumas utilizações criativas de func_physboxes.
- Prop Footsteps - um tutorial sobre o assunto, que demonstra o código essencial para quando os jogadores andam sobre entidades como esta (não é ignorado durante o cálculo do som dos passos).