item_hlvr_prop_battery
item_hlvr_prop_battery
is a point entity available in Half-Life: Alyx.
Contents
Keyvalues
- Battery Level (0-1) (battery_level) <float>
- Show Battery Level (show_battery_level) <choices>
Value Description 0
No 1
Yes
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.
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
SetAttachedToSocket
<boolean>- Battery has been attached to or detatched from a socket.
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.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- 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.
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.
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.