This article's documentation is for anything that uses the Source engine. Click here for more information.

env_physexplosion

From Valve Developer Community
Jump to: navigation, search
Env physexplosion.png

env_physexplosion is a point entity available in all Source Source games.

English (en)中文 (zh)
Edit

It applies a physical force to physics objects within its radius, anything from a gentle nudge to a big explosion, depending on its magnitude. The explosion itself is not visible; for visible explosions, use env_explosion.

Tip.pngTip:Use this at a low force on hanging objects like lights or bodies to make them sway.


In code, it is represented by theCPhysExplosionclass, defined in thephysobj.cppfile.

Flags

  •  [1] : No Damage
       Only Force (Players are not ever damaged by the explosion (regardless of this flag), only objects.)
  •  [2] : Push players
  •  [4] : Push radially
       not as a sphere (Radially meaning as a circle/cylinder. No upward or downward force will be generated.)
  •  [8] : Test LOS before pushing
  •  [16] : Disorient player if pushed

Keyvalues

Magnitude (magnitude) <string>
Amount of physics force applied by the explosion.
Note.pngNote:The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity.
Clamp Radius (0 = auto) (radius) <string>
If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
Limit to Entity (targetentityname) <targetname>
If specified, the explosion will only affect the matching entity.
Inner radius (inner_radius) <float>
If not zero, the LOS is calculated from a point intersecting this sphere.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.

Inputs

Explode
Trigger the explosion.
ExplodeAndRemove  (in all games since Portal 2)
Trigger the explosion, then remove the entity.

Outputs

OnPushedPlayer
Fires when the player is pushed by the explosion.