Template:HLA KV BasePropPhysics
HL:A BasePropPhysics:
- Min Damage to Hurt (minhealthdmg)
(???)
<integer> - The prop will ignore any damage events if the damage is less than this amount.
- Shadow Cast Distance (shadowcastdist)
(???)
<integer>
- Physics Impact Damage Scale (physdamagescale)
(???)
<float> - Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.
Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
- Impact damage type (Damagetype)
(???)
<choices>
Value Description 0
Blunt 1
Sharp
- Damaging it Doesn't Push It (nodamageforces)
(???)
<choices> - Used to determine whether or not damage should cause the brush to move.
Value Description 0
No 1
Yes
- Accept damage from player held objects (acceptdamagefromheldobjects)
(???)
<boolean> - Set to true so the player can bash this with held props.
- Scale Factor For Inertia (inertiaScale)
(???)
<float> - Scales the angular mass of an object. Used to hack angular damage and collision response.
- Mass Scale (massScale)
(???)
<float> - A scale multiplier for the object's mass.
- Health Level to Override Motion (damagetoenablemotion)
(???)
<integer> - Health Level to Override Motion" : 0 : "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 (forcetoenablemotion)
(???)
<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.
- Sound to make when punted (puntsound)
(???)
<sound>
- AI AddOn (addon)
(???)
<string> - If specified this object will use this addon behavior when installed in a composite AI
- interactAs
(???)
<string> - comma-separated list of interaction layers
- Force Nav Ignore (forcenavignore)
(???)
<boolean> - If set, NPCs will ignore this prop when navigating.
- Force NPC Exclude (forcenpcexclude)
(???)
<boolean> - If set, NPC movement will ignore this prop
- Auto Convert back from Debris (auto_convert_back_from_debris)
(???)
<boolean> - If set, this prop will automatically convert back to interactive debris after coming to rest as Debris.