Difference between revisions of "Template:KV BasePropPhysics"

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(updates babes)
(Added SystemLevelChoice)
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{{KV|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 will enable motion.}}
 
{{KV|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 will enable motion.}}
 
{{KV DXLevelChoice}}
 
{{KV DXLevelChoice}}
 +
{{KV SystemLevelChoice}}

Revision as of 15:53, 24 May 2019

BasePropPhysics:

Physics Impact Damage Scale (physdamagescale) <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
Impact damage type (Damagetype) <boolean>
If true (1), damage type is sharp and the object can slice others.
Damaging it Doesn't Push It (nodamageforces) <boolean>
Whether damaging the entity applies force to it.
Scale Factor For Inertia (inertiascale) <float>
Scales the angular mass of an object. Used to hack angular damage and collision response.
Confirm:Doesn't actually affect inertia?
Mass Scale (massscale) <float>
Multiplier for the object's mass.
Override Parameters (overridescript) <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,....
Health Level to Override Motion (damagetoenablemotion) <integer>
If specified, this object will start with 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 will enable motion.

DXLevelChoice:

Minimum DX Level (mindxlevel) <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Replaced by SystemLevelChoice from <Left 4 Dead> Left 4 Dead onwards.
Warning.png Warning: If these are used, the object may break when the user switches their DirectX settings.
Maximum DX Level (maxdxlevel) <choices>

SystemLevelChoice:

Minimum Effect Details Level (mincpulevel) <choices> (in all games since <Left 4 Dead>)
Maximum Effect Details Level (maxcpulevel) <choices> (in all games since <Left 4 Dead>)
Don't render for players with Effect Details levels that exceed the minimum or maximum.


Note.png Note: The key's names is because of thecpu_levelcommand; the command Effect Details uses.
Minimum Shader Details Level (mingpulevel) <choices> (in all games since <Left 4 Dead>)
Maximum Shader Details Level (maxgpulevel) <choices> (in all games since <Left 4 Dead>)
Don't render for players with Shader Details levels that exceed the minimum or maximum.


Note.png Note: The key's names is because of thegpu_levelcommand; the command Shader Details uses.