item_hlvr_prop_discovery
Jump to navigation
Jump to search
item_hlvr_prop_discovery
is a point entity available in Half-Life: Alyx.
Entity description
Discovery Object.
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.
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.
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.