func_physbox_multiplayer

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func_physbox_multiplayer is a brush entity available in all Source games. It is identical to func_physbox, except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.

In code it is represented by class CPhysBoxMultiplayer, defined in props.cpp.

FGD Code

 @SolidClass base(func_physbox) = func_physbox_multiplayer: "This entity is identical to func_physbox, " +
     "except the runtime collisions use a more bouncy method that avoids " +
     "the prediction errors normal physics objects get."
 [
 ]

Flags

  • 4096 : Start Asleep
  • 8192 : Ignore +USE for Pickup
  • 16384 : Debris - Don't collide with the player or other debris
  • 32768 : Motion Disabled
  • 65536 : Use Preferred Carry Angles
  • 131072 : Enable motion on Physcannon grab
  • 262144 : Not affected by rotor wash
  • 524288 : Generate output on +USE
  • 1048576 : Physgun can ALWAYS pick up. No matter what.
  • 2097152 : Physgun is NOT allowed to pick this up.
  • 4194304 : Physgun is NOT allowed to punt this object.
  • 8388608 : Prevent motion enable on player bump

Breakable (brush):

  • 1: Only Break on Trigger
  • 2: Break on Touch
  • 4: Break on Pressure
  • 512: Break immediately on Physics
  • 1024: Don't take physics damage
  • 2048: Don't allow bullet penetration

Keyvalues

Minimum Light Level <string>
The minimum level of ambient light that hits this brush.
Impact Damage Type <choices>
Sets the "sharpness" of the brush. Sharp objects are far more damaging.
  • 0 : Blunt
  • 1 : Sharp
Mass Scale <float>
A scale multiplier for the object's mass.


Override Parameters <string>
A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.


Health Level to Override Motion <integer>
If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.


Physics Impact Force to Override Motion <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.


Strength <integer>
Number of points of damage to take before breaking. 0 means don't break.


Preferred Player-carry Angles <vector>
If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE.


Not solid to world <choices>
If set, the object will pass through world geometry.
  • 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.
Note.png Note: Some settings can make the brush unbreakable.
  • 0: None
  • 1: Wooden.Tiny
  • 2: Wooden.Small
  • 3: Wooden.Medium
  • 4: Wooden.Large
  • 5: Wooden.Huge
  • 6: Metal.Small
  • 7: Metal.Medium
  • 8: Metal.Large
  • 9: Cardboard.Small
  • 10: Cardboard.Medium
  • 11: Cardboard.Large
  • 12: Stone.Small
  • 13: Stone.Medium
  • 14: Stone.Large
  • 15: Stone.Huge
  • 16: Glass.Small
  • 17: Plastic.Small
  • 18: Plastic.Medium
  • 19: Plastic.Large
  • 20: Pottery.Small
  • 21: Pottery.Medium
  • 22: Pottery.Large
  • 23: Pottery.Huge
  • 24: Glass.Window
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.
  • 0: Glass - As stated, uses glass gibs and sounds. Gibs may not match with material used.
  • 1: Wood - As stated, uses wood gibs and sounds. Gibs may not match with material used, and may be too big for certain brushes.
  • 2: Metal - As stated, uses metal gibs and sounds. Gibs are very small, and evidently made for vents. May not match material.
  • 3: Flesh - Uses HL1 gib death sounds and wood gibs. Not much practicality for this type unless one is making a meat slab (With proper gibs, of course).
  • 4: CinderBlock - Uses concrete gibs and sounds. Gibs may not match with material and be too big for the brush.
  • 5: Ceiling Tile - Uses tile sounds, wood gibs and HL1 plaster gib death sound.
  • 6: Computer - Uses spark sounds and wood gibs, coupled with an HL1 gib death sound.
  • 7: Unbreakable Glass - Uses glass sounds. Using this material type overrides any Strength value previously set to 0, making it unbreakable.
  • 8: Rocks - Uses concrete gibs and sounds. Gibs may not match with material, and don't even look like rocks to begin with.
  • 9: Web !FGD - Only functional in Half Life Source.
  • 10: None
Gibs Direction (explosion) <choices>
Used to decide which direction to throw gibs when broken.
  • 0: Random
  • 1: Relative to Attack
  • 2: Use Precise Gib Dir (see below)
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) <string>
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.
Note.png Note: Only these entities may be spawned. This can be fixed by modifying func_break.cpp.
  1. item_battery
  2. item_healthkit
  3. item_ammo_pistol
  4. item_ammo_pistol_large
  5. item_ammo_smg1
  6. item_ammo_smg1_large
  7. item_ammo_ar2
  8. item_ammo_ar2_large
  9. item_box_buckshot
  10. item_flare_round
  11. item_box_flare_rounds
  12. item_ml_grenade
  13. item_smg1_grenade (unusable!)
  14. item_box_sniper_rounds
  15. Unused
  16. weapon_stunstick
  17. weapon_ar1 (unusable!)
  18. weapon_ar2
  19. Unused
  20. weapon_ml
  21. weapon_smg1
  22. weapon_smg2 (unusable!)
  23. weapon_slam (unusable!)[Why?]
  24. weapon_shotgun
  25. weapon_molotov (unusable!)
  26. item_dynamic_resupply


Explode Magnitude (explodemagnitude) <integer>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Confirm:Damage radius is proportional to magnitude.
Dead model (deadmodel) <model> !FGD <Obsolete>
Deprecated. Purpose unknown. Does absolutely nothing inside code.
Shards (shards)  !FGD <Obsolete>
Deprecated. Purpose unknown. Does absolutely nothing inside code.
Lip (lip)  !FGD <Obsolete>
Deprecated. Purpose unknown. Does absolutely nothing inside code.

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
  • 0: Normal
  • 1: No Gibs
  • 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
  • 3: Reduced gibs
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> (in all games since Left 4 Dead)
Left 4 Dead Left 4 Dead 2 only. Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks


Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since Left 4 Dead 2) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.


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.

Breakable (brush):

SetMass <float>
Damaging the entity applies physics forces to it.

Breakable:

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.


Base:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax:


ClearContext <string>
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.


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.

Breakable (common):

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.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead Left 4 Dead 2)
This output fires when the entity is killed and removed from the game.