Difference between revisions of "Simple physics prop"

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{{ent not in fgd|nolink=1|because=it can only be configured through code}}
 
{{ent not in fgd|nolink=1|because=it can only be configured through code}}
{{base point|simple_physics_prop}}
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{{base point|simple_physics_prop}} It is a simple physics prop with no unique properties. Model-based entities converted by [[phys_convert]] are turned into this entity. Doesn't have any physics when spawned by other means. This is also used for objects being dissolved by a [[trigger_portal_cleanser]].
 
 
==Entity Description==
 
A simple physics prop with no unique properties. Model-based entities converted by [[phys_convert]] are turned into this entity. Doesn't have any physics when spawned by other means. This is also used for objects being dissolved by a [[trigger_portal_cleanser]].
 
  
 
{{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a [[prop_dynamic]], or just use a [[prop_physics]].}}
 
{{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a [[prop_dynamic]], or just use a [[prop_physics]].}}

Latest revision as of 15:46, 7 May 2021

simple_physics_prop is a point entity available in all Source games. It is a simple physics prop with no unique properties. Model-based entities converted by phys_convert are turned into this entity. Doesn't have any physics when spawned by other means. This is also used for objects being dissolved by a trigger_portal_cleanser.

Note.png Note: If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a prop_dynamic, or just use a prop_physics.

Keyvalues

Studiomodel:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip.png Tip: Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since <Source><Source>)
A multiplier for the size of the model.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since [Portal 2])
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since [Portal 2])
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.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable flashlight (disableflashlight) <boolean> (in all games since [Portal 2])
Used to disable projected texture lighting and shadows on this entity.

Reflection:

Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since [Portal 2])
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.


Base:

Name (targetname) <string>
The name that other entities refer to this entity by.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
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: While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.
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. Can also be filtered for or against.
Classname (classname) <string> !FGD
The classname defines the type of entity. Classnames can be changed usingAddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
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 Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as theent_keyvaluecommand. Run-time spawned entities aren't assigned 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

Studiomodel:

Skin <integer>
Changes the model's skin to the specified number.
SetBodyGroup <integer>
Set the model's body group.
AlternativeSorting <boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <string> (only in <Source><Source>)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning.png Warning: Negative or extremely high values can cause crashes!

Shadow:

DisableShadow
Turn dynamic shadows off for this entity.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since [Portal 2])
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since [Portal 2])
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since [Portal 2])
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since [Portal 2])
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

ToggleDraw:

DisableDraw  (in all games since [Portal 2])
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since [Portal 2])
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.

Base:

AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
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.
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since Left 4 Dead.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
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 <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed 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

Studiomodel:

OnIgnite
Fired when this object catches fire.

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.

See Also