prop_sphere
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This entity is not in the FGD by default.
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prop_sphere
is a point entity available in all Source games. It is not in any of Valve's FGDs, however.
It is essentially a prop_physics with a perfectly spherical VPhysics collision model. If you want to create an spherical entity, it is far more efficient to use prop_sphere than try to create a spherical collision mesh!

models\combine_helicopter\helicopter_bomb01.mdl
.
Stock FGD
If you don't intend to make any changes to the entity's C++ code, use this:
@PointClass base(BasePropPhysics, RenderFields) studioprop() = prop_sphere : "Creates a perfect sphere."
[
]
Extending prop_sphere
Visit this snippet, on how you can improve the existing prop_sphere code.
Keyvalues
- Radius
(radius)
<float>
(only in)
- The radius for the sphere.
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:
- Minimum CPU Level
(mincpulevel)
<choices>
(in all games since)
- A user with a CPU level lower than this will not see this object rendered in-game. CPU levels are determined by the Effect detail setting.
- Minimum GPU Level
(mingpulevel)
<choices>
(in all games since)
- A user with a GPU level lower than this will not see this object rendered in-game. GPU levels are determined by the Shader detail setting.
- Maximum GPU Level
(maxgpulevel)
<choices>
(in all games since)
-
- 0: Default
- 1: Very low
- 2: Low
- 3: Medium
- 4: High
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!
RenderFields:
- Render Mode
(rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
ᅠ
ᅠ
- 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.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean>
- Prevent the entity from receiving shadows on itself.
RenderFXChoices:
- Render FX
(renderfx)
<choices>
- Preset pattern of appearance effects.
ᅠ
ᅠ
Base:
- Classname
(classname)
<string>
- The classname defines the type of entity. Classnames can be changed using
AddOutput
, which will influence how the engine deals with the entity in certain circumstances.
- 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.
- 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_constraint
can be used as a workaround to parenting.
- Origin (X Y Z)
(origin)
<coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- 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.
- Flags
(spawnflags)
<integer>
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
(ResponseContext)
<string>
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,...
. Contexts may be filtered.
- Local Time
(ltime)
<float>
!FGD - The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Hammer ID
(hammerid)
<integer>
!FGD - The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue
. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
Flags
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
Inputs
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
Wake
the object, if it isSleep
ing. 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
).
RenderFields:
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
. Color
<color255>
- Sets an RGB color for the entity.
Base:
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
. 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.
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>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. 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. 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.
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.
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
EnableMotion
input. OnAwakened
- Fired when the prop has woken (force has been applied to it while it was asleep, or the
Wake
input 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
+use
d the prop.

OnPhysGunDrop
- Fired when the player has dropped the prop (from either
+use
or the gravity gun).!activator
is the player. OnPlayerPickup
- Fired when the player has picked the prop up with
+use
or the gravity gun (in Half-Life 2). OnPhysGunOnlyPickup
- Fired when the player has picked the prop up with the gravity gun specifically.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.