Difference between revisions of "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]].}}
  
 
==Keyvalues==
 
==Keyvalues==
{{KV Targetname}}
 
 
{{KV Studiomodel}}
 
{{KV Studiomodel}}
 +
{{KV BaseEntity}}
  
 
==Inputs==
 
==Inputs==
{{I Targetname}}
 
 
{{I Studiomodel}}
 
{{I Studiomodel}}
 +
{{I BaseEntity}}
  
 
==Outputs==
 
==Outputs==
{{O Targetname}}
 
 
{{O Studiomodel}}
 
{{O Studiomodel}}
 +
{{O BaseEntity}}
  
 
==See Also==
 
==See Also==
 
* [[prop_physics]] - Conventional physics prop
 
* [[prop_physics]] - Conventional physics prop
 
* [[simple_physics_brush]] - Brush counterpart
 
* [[simple_physics_brush]] - Brush counterpart

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 2013Source 2013)
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 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

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 2013Source 2013)
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:

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
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 <string>
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

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