From Valve Developer Community
func_physbox_multiplayeris a brush entity available in all Source games. It is identical to func_physbox, except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.
In code it is represented by class CPhysBoxMultiplayer, defined in props.cpp.
@SolidClass base(func_physbox) = func_physbox_multiplayer: "This entity is identical to func_physbox, " + "except the runtime collisions use a more bouncy method that avoids " + "the prediction errors normal physics objects get." [ ]
- 4096 : Start Asleep
- 8192 : Ignore +USE for Pickup
- 16384 : Debris - Don't collide with the player or other debris
- 32768 : Motion Disabled
- 65536 : Use Preferred Carry Angles
- 131072 : Enable motion on Physcannon grab
- 262144 : Not affected by rotor wash
- 524288 : Generate output on +USE
- 1048576 : Physgun can ALWAYS pick up. No matter what.
- 2097152 : Physgun is NOT allowed to pick this up.
- 4194304 : Physgun is NOT allowed to punt this object.
- 8388608 : Prevent motion enable on player bump
- 1: Only Break on Trigger
- 2: Break on Touch
- 4: Break on Pressure
- 512: Break immediately on Physics
- 1024: Don't take physics damage
- 2048: Don't allow bullet penetration
- Minimum Light Level
- The minimum level of ambient light that hits this brush.
- Impact Damage Type
- Sets the "sharpness" of the brush. Sharp objects are far more damaging.
- 0 : Blunt
- 1 : Sharp
- Mass Scale
- A scale multiplier for the object's mass.
- Override Parameters
- A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.
- Health Level to Override Motion
- 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
- If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.
- Number of points of damage to take before breaking. 0 means don't break.
- Preferred Player-carry Angles
- If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE.
- Not solid to world
- If set, the object will pass through world geometry.
- 0 : Solid to World
- 1 : Passes through World
- Prop Data (propdata)
- Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. If set, it will override this entity's health and damage taken from various weapons. See prop_data base types for what each entry specifies.
- Note:Some settings can make the brush unbreakable.
- 0: None
- 1: Wooden.Tiny
- 2: Wooden.Small
- 3: Wooden.Medium
- 4: Wooden.Large
- 5: Wooden.Huge
- 6: Metal.Small
- 7: Metal.Medium
- 8: Metal.Large
- 9: Cardboard.Small
- 10: Cardboard.Medium
- 11: Cardboard.Large
- 12: Stone.Small
- 13: Stone.Medium
- 14: Stone.Large
- 15: Stone.Huge
- 16: Glass.Small
- 17: Plastic.Small
- 18: Plastic.Medium
- 19: Plastic.Large
- 20: Pottery.Small
- 21: Pottery.Medium
- 22: Pottery.Large
- 23: Pottery.Huge
- 24: Glass.Window
- Strength/Health (health)
- The damage to take before breaking. The brush will not break from damage if this is 0.
- Material Type (material)
- Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
- 0: Glass - As stated, uses glass gibs and sounds. Gibs may not match with material used.
- 1: Wood - As stated, uses wood gibs and sounds. Gibs may not match with material used, and may be too big for certain brushes.
- 2: Metal - As stated, uses metal gibs and sounds. Gibs are very small, and evidently made for vents. May not match material.
- 3: Flesh - Uses HL1 gib death sounds and wood gibs. Not much practicality for this type unless one is making a meat slab (With proper gibs, of course).
- 4: CinderBlock - Uses concrete gibs and sounds. Gibs may not match with material and be too big for the brush.
- 5: Ceiling Tile - Uses tile sounds, wood gibs and HL1 plaster gib death sound.
- 6: Computer - Uses spark sounds and wood gibs, coupled with an HL1 gib death sound.
- 7: Unbreakable Glass - Uses glass sounds. Using this material type overrides any Strength value previously set to 0, making it unbreakable.
- 8: Rocks - Uses concrete gibs and sounds. Gibs may not match with material, and don't even look like rocks to begin with.
- 9: Web !FGD - Only functional in Half Life Source.
- 10: None
- Gibs Direction (explosion)
- Used to decide which direction to throw gibs when broken.
- 0: Random
- 1: Relative to Attack
- 2: Use Precise Gib Dir (see below)
- Precise Gib Direction (gibdir)
- An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
- Damaging it Doesn't Push It (nodamageforces)
- When enabled the brush will move in response to damage.
- Gib Model (gibmodel)
- Used by HL1Port to specify a custom gib model to break into, overriding the Material Type.
- Spawn On Break (spawnobject)
- When broken, an entity of the selected type will be created. Note:Only these entities may be spawned. This can be fixed by modifying func_break.cpp.
- Explode Magnitude (explodemagnitude)
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. Confirm:Damage radius is proportional to magnitude.
Dead model (deadmodel)!FGD
- Deprecated. Purpose unknown. Does absolutely nothing inside code.
- Deprecated. Purpose unknown. Does absolutely nothing inside code.
- Deprecated. Purpose unknown. Does absolutely nothing inside code.
- Performance Mode (PerformanceMode)
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt (minhealthdmg)
- If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay (PressureDelay)
- Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health (health)
- How close to breaking the object is.
- Maximum Health (max_health)
- Health cannot exceed this amount.
- Physics Impact Damage Scale (physdamagescale)
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
- Breakable By (BreakableType)
- only. Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- The name that other entities refer to this entity by.
- Global Entity Name
- 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.
- 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_constraintcan be used as a workaround to parenting.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
- 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:This works on brush entities, although Hammer doesn't show the new angles.
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Combination of effect flags to use.
- Local Time
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
- Amount of time before the entity thinks again.
- Hammer ID
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Disable for Xbox 360
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
- 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
- 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
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- Wake up this physics object, if it is sleeping.
- Put this physics object to sleep. It will wake if given the
Wakeinput, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this.
- Enable physics motion/collision response.
- Disable physics motion/collision response.
- If this object is being carried by a player, with the physgun or +USE, force it to be dropped.
- Damaging the entity applies physics forces to it.
- Breaks the breakable.
- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
- Adds health to the breakable.
- Removes health from the breakable.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- 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.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- Fired when this entity is damaged.
- Fired when this entity becomes awake (collision/force is applied).
- Fired when motion is enabled due to damage/physcannon/force.
- Fired when a player picks this object up, either with the physgun or +USE.
- Fired when a player punts this object with the physgun.
- Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.
- Fired when a player drops this object.
- Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set.
- Fired when this object breaks.
!activatoris whatever breaks the object.
- Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.