Difference between revisions of "Env physexplosion"

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Env_physexplosions set to emit a fairly low force can be useful to get lights swinging or floating debris moving.
 
Env_physexplosions set to emit a fairly low force can be useful to get lights swinging or floating debris moving.
  
{{note|Beyond a certain point, increasing the magnitude will not increase the force of the explosion. If you require a bigger explosion than this, create multiple identical copies of the entity.}}
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{{note|Values of magnitude beyond 100 will act as if the value were set to 100. If you require a bigger explosion than this, create multiple identical copies of the entity.}}
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==Availability==
 
==Availability==
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* {{kv parentname}}
 
* {{kv parentname}}
 
* '''magnitude'''
 
* '''magnitude'''
: <float> Amount of physics force applied by the explosion.  
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: <float> Amount of physics force applied by the explosion.  Maximum value is 100, any value above 100 will act as if the value were 100.  
 
* '''radius'''
 
* '''radius'''
 
: <float> Clamp radius (0 = auto) If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
 
: <float> Clamp radius (0 = auto) If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.

Revision as of 17:46, 7 December 2007

Template:Wrongtitle

Entity Description

Env physexplosion.png

Env_physexplosion 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.

If the No Damage - Only Force flag isn't set, the object will also take damage from the explosion. (Damage is applied to the object only - the explosion will never directly damage the player.)

Env_physexplosions set to emit a fairly low force can be useful to get lights swinging or floating debris moving.

Note:Values of magnitude beyond 100 will act as if the value were set to 100. If you require a bigger explosion than this, create multiple identical copies of the entity.


Availability

This point-based entity is available in:

all Source games. In code it is represented by class CPhysExplosion, defined in physobj.cpp.

Keyvalues

<float> Amount of physics force applied by the explosion. Maximum value is 100, any value above 100 will act as if the value were 100.
  • radius
<float> Clamp radius (0 = auto) If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
  • targetentityname
<target_destination> If specified, the explosion will only affect the matching entity.
<float> If not zero, the LOS is calculated from a point intersecting this sphere.

Flags

  • 1 : No Damage - Only Force
Don't make the object take damage from the explosion.

Inputs

Trigger the explosion.

Outputs

Fires when the player is pushed by the explosion.