prop_dynamic_playertouch
prop_dynamic_playertouch
is a point entity available in . This is a copy of prop_dynamic_override
that breaks when touched by player. It is also have some additional options. Used as flying shields in the campaign.
Note:NPCs and physics props can't break this prop by touching it.
Represented by class CDynamicProp
.
Contents
Keyvalues
- ParticlesOnBreak
(m_szParticlesOnBreak)
<string> - When this entity breaks it will create the specified particle system.
- SoundOnBreak
(m_szSoundOnBreak)
<sound> - When this entity breaks it will play the specified sound. Support sound name and direct file names.
- DamageToPlayerOnTouch
(m_FDamageToPlayerOnTouch)
<float> - Amount of damage that player will take when this entity breaks on player touch.
- fGluonDmgMultiplier
(fGluonDmgMultiplier)
<float> - Determines how much damage this prop will take from the gluon gun. 1.0 is value from the cvar.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
DynamicProp:
- Default Animation
(DefaultAnim)
<string> - The animation this prop will play when not doing a random or forced animation.
- Randomly Animate
(RandomAnimation)
<boolean> - Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.Note:Will only select from animation $sequences linked with
ACT_IDLE
if they exist.
- Ignore NPC Collisions
(IgnoreNPCCollisions)
<choices> (only in ) - Disable collisions for NPCs if yes.
- 0: No
- 1: Yes
- Min Random Anim Time
(MinAnimTime)
<float> - Minimum time between random animations.
- Max Random Anim Time
(MaxAnimTime)
<float> - Maximum time between random animations.
- Update children
(updatechildren)
<boolean> (in all games since ) - Update touches for any children that are attached to attachment points as this prop animates. This allows SetParentAttached triggers or func_brushes to touch properly.
- Disable Bone Followers
(DisableBoneFollowers)
<boolean> (in all games since ) - Disables generation of
phys_bone_follower
s for each convex piece the model has in its collision model.phys_bone_follower
s can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore. - Hold Animation
(HoldAnimation)
<boolean> (in all games since ) - If set, the prop will not loop its animation, but hold the last frame.
- Animate Every Frame
(AnimateEveryFrame)
<boolean> (in all games since ) - Force this prop to animate every frame. Usually this doesn't need to be touched.
GMODSandbox:
- Allow Physics Gun
(gmod_allowphysgun)
<boolean> (only in ) - If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist
(gmod_allowtools)
<string> (only in ) - If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the
.lua
files of those tools. This also includes the context menu properties!
BreakableProp:
- Explosion Damage
(ExplodeDamage)
<float> - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explosion Radius
(ExplodeRadius)
<float> - If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Sound to make when punted
(puntsound)
<sound> (in all games since ) - Sound to make when punted by gravity gun.
- Break Model Message
(BreakModelMessage)
<string> - "If set, will use this break model message instead of the normal break behavior." Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?
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> (only in ) - Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks
BaseAnimating:
- Skin
(skin or ModelSkin )
<integer> - Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions
(solid)
<choices> - Method of collision for this entity.
- Body Group
(body or SetBodyGroup)
<integer> !FGD - Sets the the active
$bodygroup
.
- Model Index
(modelindex)
<short> !FGD - Given the number index from dumping the
cl_precacheinfo modelprecache
table, sets entity model to the index.Warning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes. - Model Scale
(modelscale)
<float> (in all games since ) - A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.Warning:Negative or extremely high values can cause crashes!Note:Scale may not appear in Hammer 4.x, but will appear in-game (tested in ). This is fixed in Hammer++.
Animating
- Sequence
(sequence)
<integer> !FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate
(playbackrate)
<float> !FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
- Texture Frame
(texframeindex)
<integer> !FGD - The initial frame number for all animated textures on this entity.
Effects - Render
- Start Fade Distance
(fademindist)
<float> - Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float> - Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade
.
- FX Amount/Transparency (0–255)
(renderamt)
<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255> - Color tint.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
|
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
Effects - Environment
- Disable Shadows
(disableshadows)
<boolean> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity.
- Lighting Origin
(LightingOrigin)
<targetname> - Select an entity (not
info_lighting
!) from which to sample lighting instead of the entity's origin. Lighting Origin Offset(not in ) !FGD(LightingOriginHack)
<targetname>- Deprecated. The
info_lighting_relative
from which to sample lighting instead of the entity's origin. Use Lighting Origin instead. - Disable Flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
- Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Makes this entity not cast a shadow from
env_projectedtexture
entities. Identical to EF_NOSHADOWDEPTH.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since ) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical to
EF_SHADOWDEPTH_NOCACHE
.- 0: Default
- 1: No cache—render every frame
- 2: Cache it—render only once
Miscellaneous
- Glow Backface Multiple
(glowbackfacemult)
<float> (only in ) !FGD - If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
- Move Type
(MoveType)
<choices> (in all games since ) !FGD - Sets a movetype for this entity, which changes its movement behavior.
|
- Collision Group
(CollisionGroup)
<choices> (in all games since ) !FGD - Sets a collision group for this entity, which changes its collision behavior.
|
- No Animation Sounds
(SuppressAnimSounds)
<boolean> (in all games since ) !FGD - Silences sounds linked to animations.DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since ) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
|
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
|
- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
|
Flags
BreakableProp:
- [
16
] : Break on Touch
- [
32
] : Break on Pressure
DynamicProp:
- [
64
] : Use Hitboxes for Renderbox
- [
256
] : Start with collision disabled
Inputs
InputChangePlayerTouchDamge
<float>- Changes
DamageToPlayerOnTouch
value.
DynamicProp:
SetAnimation
<string>- Forces the prop to play the named animation.
SetDefaultAnimation
<string>- Changes the animation played when not in a random/forced sequence.
SetPlaybackRate
<float>- Sets the framerate at which animations are played.
TurnOff
- Hides the prop through
EF_NODRAW
. TheDisable
input does the exact same thing.
TurnOn
- Shows the prop (by removing
EF_NODRAW
). TheEnable
input does the exact same thing.
DisableCollision
- Tells the prop to no longer be solid.
EnableCollision
- Tells the prop to become solid again.
SetAnimationNoReset
<string> (in all games since )- Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation.
BreakableProp:
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.
physdamagescale
<float>- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
EnablePhyscannonPickup
- Makes the breakable able to picked up by the gravity gun.
DisablePhyscannonPickup
- Makes the breakable not able to picked up by the gravity gun.
EnablePuntSound
(in all games since )- Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
DisablePuntSound
(in all games since )- Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.
Model:
SetBodyGroup
<integer>- Sets the the active
$bodygroup
.
Ignite
- Makes the entity catch on fire indefinitely.
IgniteLifetime
<float>- Makes the entity catch on fire for a given amount of time.
BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains
$collisionjoints
. For other models,phys_convert
can be used instead.
SetLightingOrigin
<targetname>- Sets the entity's lighting origin to use this entity's position.
fademindist
<float>- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist
<float>- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetCycle
<float> (only in )- Skip to a specific point in the current animation.
SetModel
<string> (only in )- Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.
Important:Absolutely NO quotes! Make sure you use the forward slash '/'. Merasmus says to heed this advice, else thou shalt corrupt the VMF.
SetPlayBackRate
<float> (only in )- Change the animation speed multiplier.
Alpha
<integer>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
Reflection:
DisableDrawInFastReflection
(in all games since )- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since )- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since )- This object will not receive light or shadows from projected textures.
Outputs
DynamicProp:
OnAnimationBegun
- Fired when an animation begins.
OnAnimationDone
- Fired when an animation finishes.
BreakableProp:
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.
OnTakeDamage
- Fired when damage is taken.
OnPhysCannonAnimatePreStarted
- Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PRE
activity. Caused by the object being picked up by the gravity gun.
OnPhysCannonAnimatePullStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE
activity.ACT_PHYSCANNON_ANIMATE_PRE
plays once, thenACT_PHYSCANNON_ANIMATE
starts looping.
OnPhysCannonDetach
- Fired when prop has started its
ACT_PHYSCANNON_DETACH
activity (caused by the gravity gun ripping it from a wall).
OnPhysCannonAnimatePostStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POST
activity (caused by the player letting the prop go from the gravity gun).
OnPhysCannonPullAnimFinished
- Fired when prop has finished all gravity gun-related animations.
Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs. OnFizzled
(only in )- Fired when this entity is fizzled by a
trigger_portal_cleanser
or, forprop_weighted_cube
, the Dissolve or SilentDissolve inputs.Bug:It does not fire when the object is fizzled by other means such asenv_entity_dissolver
.