prop_exploding_futbol
In-game screenshot of a prop_exploding_futbol_spawner, holding a spawned prop_exploding_futbol.
prop_exploding_futbol is a point entity available in Portal 2.
Entity description
It creates a bomb that explodes as soon as it touches the world or any player/NPC. This is spawned by a prop_exploding_futbol_spawner, but can also be placed manually for whatever reason it needs to be.
FGD Code
@PointClass base(BasePropPhysics, Breakable) sphere(fademindist) sphere(fademaxdist) studio("models/npcs/personality_sphere_angry.mdl") = prop_exploding_futbol :
"Exploding futbol"
[
spawnflags(flags) =
[
256 : "????" : 1
512 : "????" : 1
]
ExplodeOnTouch(boolean) : "Explode on touch" : 1 : "Explode futbol when touching a surface?"
input Explode(void) : "Explode futbol"
]
Flags
- 256 : ????
- 512 : ????
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 server-side (Multiplayer only; see
sv_pushaway_clientside_size) - 1048576: Gravity gun can ALWAYS pick up. No matter what.
BreakableProp:
- [
16] : Break on Touch - [
32] : Break on Pressure
Keyvalues
- Explode on touch
<boolean> Explodefutbol when touching a surface?
BreakableProp:
- Explosion Damage
(ExplodeDamage)<float> - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explodsion Radius
(ExplodeRadius)<float> - If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Break Model Message
(BreakModelMessage)<string> - "If set, will use this break model message instead of the normal break behavior."
Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?
Breakable (common):
- Performance Mode
(PerformanceMode)<choices> - 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)<integer> - 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)<float> - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health
(health)<integer> - How close to breaking the object is.
- Maximum Health
(max_health)<integer> - Health cannot exceed this amount.
- Physics Impact Damage Scale
(physdamagescale)<float> - 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)<choices>(in all games since
)
only. Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks
BasePropPhysics:
- Physics Impact Damage Scale
(physdamagescale)<float> - Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
- Impact damage type
(Damagetype)<boolean> - If true (1), damage type is sharp and the object can slice others.
- Damaging it Doesn't Push It
(nodamageforces)<boolean> - Whether damaging the entity applies force to it.
- Scale Factor For Inertia
(inertiascale)<float> - Scales the angular mass of an object. Used to hack angular damage and collision response.
Confirm:Doesn't actually affect inertia?
- Mass Scale
(massscale)<float> - Multiplier for the object's mass.
- Override Parameters
(overridescript)<string> - A list of physics keyvalues that are usually embedded in the model. Format is
key,value,key,value,....
- Health Level to Override Motion
(damagetoenablemotion)<integer> - If specified, this object will start with 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 will enable motion.
DXLevelChoice:
- Minimum DX Level
(mindxlevel)<choices> - The entity will not exist if the engine is running outside the given range of DirectX Versions. Replaced by SystemLevelChoice from
Left 4 Dead onwards.
Warning: If these are used, the object may break when the user switches their DirectX settings.
SystemLevelChoice: (in all games since
)
- Minimum Effect Details Level
(mincpulevel)<choices>(in all games since
) - Maximum Effect Details Level
(maxcpulevel)<choices>(in all games since
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
cpu_levelcommand; the command Effect Details uses.- Minimum Shader Details Level
(mingpulevel)<choices>(in all games since
) - Maximum Shader Details Level
(maxgpulevel)<choices>(in all games since
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
gpu_levelcommand; the command Shader Details uses.GMODSandbox:
- Allow Physics Gun
(gmod_allowphysgun)<boolean>(only in
) - If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist
(gmod_allowtools)<string>(only in
) - If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!
Model:
- Skin
(skin or ModelSkin
)<integer> - Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions
(solid)<choices> - Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD
Bug: In
, if an entity using QPhysics collisions is hit by Gel, the game will crash! - 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities) !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Body Group
(body or SetBodyGroup)<integer>!FGD - Sets the the active $bodygroup.
- Model Index
(modelindex)<short>!FGD - Given the number index from dumping the
cl_precacheinfo modelprecachetable, sets entity model to of the index.
Warning: If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
- Model Scale
(modelscale)<float>(in all games since
) (not in

) !FGD - A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning: Negative or extremely high values can cause crashes!
Animating
- Sequence
(sequence)<integer>!FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate
(playbackrate)<float>!FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
- Texture Frame
(texframeindex)<integer>!FGD - The initial frame number for all animated textures on this entity.
Effects - Render
- Start Fade Distance
(fademindist)<float> - Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)<float> - Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)<float> - If specified in the
worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade.
- Render FX / Transparency (0 - 255)
(renderamt)<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)<color255> - Color tint.
- Render FX
(renderfx)<choices> - Preset pattern of appearance effects.
- Render Mode
(rendermode)<choices> - Set a non-standard rendering mode on this entity.
Effects - Environment
- Disable Shadows
(disableshadows)<boolean> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)<boolean> - Prevent the entity from receiving shadows on itself.
- Shadow Cast Distance
(shadowcastdist)<integer> - Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Lighting Origin
(LightingOrigin)<targetname> - Select an entity (not
info_lightingentity!) from which to sample lighting instead of the entity's origin.
- Lighting Origin Offset
(LightingOriginHack)<targetname>(not in
) !FGD - The
info_lighting_relativefrom which to sample lighting instead of the entity's origin.
- Disable Flashlight
(disableflashlight)<boolean>(in all games since
) - Used to disable projected texture lighting and shadows on this entity.
- Disable ShadowDepth
(disableshadowdepth)<boolean>(in all games since
) - Makes this entity not cast a shadow from
env_projectedtextureentities.
- Projected Texture Cache
(shadowdepthnocache)<choices>(in all games since
) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- 0: Default
- 1: No cache - render every frame
- 2: Cache it - render only once
Miscellaneous
- Move Type
(MoveType)<choices>(in all games since
) !FGD - Sets a movetype for this entity, which changes its movement behavior.
- Collision Group
(CollisionGroup)<choices>(in all games since
) !FGD - Sets a collision group for this entity, which changes its collision behavior.
- No Animation Sounds
(SuppressAnimSounds)<boolean>(in all games since
) !FGD - Silences sounds linked to animations.
SystemLevelChoice: (in all games since
)
- Minimum Effect Details Level
(mincpulevel)<choices>(in all games since
) - Maximum Effect Details Level
(maxcpulevel)<choices>(in all games since
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
cpu_levelcommand; the command Effect Details uses.- Minimum Shader Details Level
(mingpulevel)<choices>(in all games since
) - Maximum Shader Details Level
(maxgpulevel)<choices>(in all games since
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
gpu_levelcommand; the command Shader Details uses.
Base:
- 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. 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.
- Global Entity Name
(globalname)<string> - 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.
- Origin (X Y Z)
(origin)<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note: While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.
- Pitch Yaw Roll (X Y Z)
(angles)<angle> - 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.
- Response Contexts
(ResponseContext)<string> - Pre-defined response system contexts; Format is
key:value,key:value,...and so on. Can also be filtered for or against.
- Classname
(classname)<string>!FGD - The classname defines the type of entity. Classnames can be changed using
AddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
- Flags
(spawnflags)<integer>!FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
(hammerid)<integer>!FGD - The entity's Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as the
ent_keyvaluecommand. Run-time spawned entities aren't assigned a Hammer ID.
- Entity Scripts
(vscripts)<scriptlist>(in all games since
) - 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
(thinkfunction)<string>(in all games since
) - 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
(LagCompensate)<boolean>(in all games since
) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Disable for Xbox 360
(disableX360)<boolean>(in all games since
) !FGD - If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Inputs
Explode- Explode futbol
BasePropPhysics:
Sleep- Tell the prop to quit moving. Any physics forces (excluding gravity and water buoyancy) will cause the object to resume moving as usual. Sleeping also occurs automatically when the object has no physics forces to keep it awake, and when it is no longer moving a noticeable amount.
Wake- If the object was told to sleep, tell it to start moving again.
DisableMotion- Tell the object to stop moving completely. No physics forces will re-enable motion, not even
Wake. EnableMotion- If the object's motion has been disabled entirely, tell it to resume movement as usual. This will also
Wakethe object, if it isSleeping. DisableFloating- If the object would normally float when in water, tell it to not float. There seems to be no way to re-enable floating behavior, but programming a method to do this should be fairly simple (
CALLBACK_DO_FLUID_SIMULATION).
BreakableProp:
physdamagescale<float>- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
Breakable:
Break- Breaks the breakable.
SetHealth<integer>- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth<integer>- Adds health to the breakable.
RemoveHealth<integer>- Removes health from the breakable.
Model:
skin<integer>- Selects a skin from the model's index, starting with 0.
SetBodyGroup<integer>- Sets the the active $bodygroup.
Ignite- Makes the entity catch on fire indefinitely.
IgniteLifetime<float>- Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires<integer>(removed since
)- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in
onward. IgniteHitboxFireScale<float>(removed since
)- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in
onward. BecomeRagdoll- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
SetLightingOrigin<targetname>- Sets the entity's lighting origin to use this entity's position.
(removed sinceSetLightingOriginHack<targetname>
) 
- Deprecated. Offsets the entity's lighting origin by their distance from an
info_lighting_relative. UseSetLightingOrigininstead. fademindist<float>- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist<float>- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale<vector>(only in
)- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.Alpha<integer>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0. AlternativeSorting<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color<color255>- Sets an RGB color for the entity.
SetDamageFilter<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces- Prevents the entity from being pushed by damage done to it.
EnableShadow- Allows the entity to draw a render target shadow.
DisableShadow- Prevents the entity from drawing a render target shadow.
EnableDraw(in all games since
)- Removes
EF_NODRAWfrom the entity. DisableDraw(in all games since
)- Applies
EF_NODRAWto the entity. Note that this is different thanrendermode 10. EnableReceivingFlashlight(in all games since
)- Makes it so that the entity is lit by
env_projectedtextures. DisableReceivingFlashlight(in all games since
)- Prevents the entity from being lit by
env_projectedtextures. The shadow made by the texture will still cast. EnableDrawInFastReflection(in all games since
)- Makes the entity be rendered in reflections from water materials using
$reflectonlymarkedentities. DisableDrawInFastReflection(in all games since
)- Prevents the entity from rendering in fast reflections.
Base:
AddOutput<string>- Evaluates a keyvalue/output on this entity.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> 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 thanKillinput. 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.
FireUser1toFireUser4- Fire the
OnUseroutputs; see User Inputs and Outputs. AddContext<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>. RemoveContext<string>- Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext<string>- Removes all contexts from this entity's list.
DispatchEffect<string>(removed since
) !FGD- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since
. DispatchResponse<string>!FGD- Dispatches a response to the entity. See Response and Concept.
Use!FGD- 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.
RunScriptFile<script>(in all games since
)- 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
)- 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. CallScriptFunction<string>(in all games since
) !FGD- Execute a VScript function in the scope of the receiving 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.
SetLocalAngles<angles>(in all games since
) !FGD- Set this entity's angles.
Outputs
BasePropPhysics:
OnMotionEnabled- Fired when motion has been enabled on the prop, either via the Health Level to Override Motion keyvalue or from the
EnableMotioninput. OnAwakened- Fired when the prop has woken (force has been applied to it while it was asleep, or the
Wakeinput has been called). OnOutOfWorld- Fired whenever the object is detected to be outside the world. Specifically, it checks if the object is outside of the world's bounding box or if the object is traveling at over 2000 units per second in any cardinal direction.
OnPlayerUse- Fired when the player has
+used the prop.
OnPhysGunDrop- Fired when the player has dropped the prop (from either
+useor the gravity gun).!activatoris the player. OnPlayerPickup- Fired when the player has picked the prop up with
+useor the gravity gun (in Half-Life 2).
Breakable (prop):
OnTakeDamage- Fired when damage is taken.
Breakable (common):
OnBreak- Fired when this object breaks.
!activatoris whatever breaks the object. OnHealthChanged<float>- 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.
Model:
OnIgnite- Fired when the entity catches fire, such as from an
env_entity_igniteror theIgniteinputs. OnFizzled(in all games since
)- Fired when this entity is fizzled by a fizzler or any other means. (Except the
Dissolveinput. UseSilentDissolveinstead.)
Base:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs.