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item_hlvr_combine_console_tank

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item_hlvr_combine_console_tank is a point entity available in Half-Life: Alyx Half-Life: Alyx.

Entity description

Combine Console Tank.

Keyvalues

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 ([todo internal name (i)]) <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.
Parentname:
Parent (parentname) <targetname>
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.

Flags

HLA BasePropPhysics:

  • 1: Start Asleep.
  • 2: Don't take physics damage.
  • 4: Debris - Don't collide with the player or other debris.
  • 8: Motion Disabled.
  • 64: Enable motion when grabbed by gravity gun.
  • 128: Not affected by rotor wash.
  • 256: Generate output on +use.
  • 512: Prevent pickup.
  • 1024: Prevent motion enable on player bump.
  • 4096: Debris with trigger interaction.
  • 8192: Force non-solid to players
  • 32768: Enable +use glow effect
  • 1048576: Physgun can ALWAYS pick up. No matter what.
  • 16777216: Important Gravity Glove target.

Inputs

HLA BasePropPhysics:

Wake
Wake up this physics object, if it is sleeping.
Sleep
Put this physics object to sleep. It will wake if given the Wake input, 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.
EnableMotion
Enable physics motion/collision response.
DisableMotion
Disable physics motion/collision response.
EnablePickup
Enable player pickup of this prop.
DisablePickup
Disable player pickup of this prop.
DisableFloating
Disable fluid/floating simulation to reduce cost.
SetBodyGroup <string>
Sets bodygroup. Format is <BodygroupName,index>
physdamagescale <float>
Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility.
EnableDamageForces
Damaging the entity applies physics forces to it.
DisableDamageForces
Damaging the entity does *not* apply physics forces to it.
EnablePuntSound
Allow this prop to play its own sound when punted.
DisablePuntSound
Prevent this prop from playing its own sound when punted.
SetAutoConvertBackFromDebris <boolean>
Set whether or not this prop should automatically convert back to interactive debris after it comes to rest as debris.
AddAttribute <string>
Add an attribute with a value of 1.
RemoveAttribute <string>
Remove an attribute.
Parentname:
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
VScript:
CallPrivateScriptFunction <string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <string>
Calls a script function in the global script scope.


Outputs

HLA BasePropPhysics:

OnMotionEnabled
Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input.
OnAwakened
Fired when this entity becomes awake (collision/force is applied to it while it's asleep).
OnPhysGunPickup
Fired when the player picks up the prop with the physcannon or +USE.
OnPhysGunPunt
Fired when a player punts this object with the physgun.
OnPhysGunOnlyPickup
Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.
OnPhysGunDrop
Fired when the player drops the prop with the physcannon or USE.
OnPlayerUse
Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set.
OnPlayerPickup
Fired whenever the player picks up this prop (with the physcannon or with +USE).
OnOutOfWorld
Fired whenever the prop is out of the allowed world bounds.