prop_combine_ball
Class hierarchy |
---|
CPropCombineBall |
prop_combine_ball.cpp
|
Not to be confused with prop_energy_ball.
prop_combine_ball
is a point entity available in Half-Life 2 series and Portal (series).
See point_combine_ball_launcher for an entity that spawns these.
A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage.
Note:Default model:
models/effects/combineball.mdl
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
Explode
- Explode.
FadeAndRespawn
!FGD- Quietly fades out the combine ball in 0.1s, presumably so an associated ball launcher can spawn another one.
Socketed
!FGD- Speculation: Used internally to trigger alyx to react to player actions in Half-Life 2 campaigns.
Flags
- SF_COMBINE_BALL_BOUNCING_IN_SPAWNER : [
65536
] !FGD
ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_npc_dmg_combineball | 15 | ||
sk_combineball_guidefactor | 0.5 | ||
sk_combine_ball_search_radius | 512 | ||
sk_combineball_seek_angle | 15.0 | ||
sk_combineball_seek_kill | 0 |