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func_physbox

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Class hierarchy
CPhysBox
CBreakable
CBaseEntity
physobj.cpp

func_physbox é um entidade de brush(en) disponível em todos os jogos Source Source. It is treated as a physics object.

Warning.pngAtenção:Tentar criar esta entidade sem um modelo faz com que o jogo seja bloqueado. (por exemplo, através de ent_create)

Keyvalues

Note.pngNota:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs


Name (targetname) <string(en)>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
Impact Damage Type (Damagetype) <choices>
Define a “sharpness" (nítidez) do pincel. Os objectos afiados são muito mais prejudiciais.
  • 0 : Blunt
  • 1 : Sharp
Mass Scale (massScale) <float(en)>
Um multiplicador de escala para a massa do objeto. Use o convar sv_massreport 1 para ver a massa real do objeto no jogo.
Override Parameters (overridescript) <string(en)>
Uma lista de pares de chave/valor de física que normalmente se encontram num ficheiro .qc de prop de física. O formato é 'key,value,key,value,etc'.
Health Level to Override Motion (damagetoenablemotion) <integer(en)>
Se especificado, este objeto começará com o movimento desativado. Quando a sua saúde descer abaixo deste valor especificado, activará o movimento.
Physics Impact Force to Override Motion (forcetoenablemotion) <float(en)>
Se especificado, este objeto começará com o movimento desativado. Qualquer impacto que transmita uma força superior a este valor na caixa física ativará o movimento.
Strength (health) <integer(en)>
Número de pontos de dano a sofrer antes de quebrar. 0 significa não quebrar.
Preferred Player-carry Angles (preferredcarryangles) <vector(en)>
Se a spawnflag 'Use Preferred Carry Angles' estiver definida, este ângulo é o ângulo para o qual o objeto deve ser orientado quando o jogador o apanha, com a arma física ou +USE.
Not solid to world (notsolid) <choices>
Se definido, o objeto passará pela geometria do mundo.
  • 0 : Solid to World
  • 1 : Passes through World

Breakable (brush):

Prop Data (propdata) <choices>
Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. If set, it will override this entity's health and damage taken from various weapons. See prop_data base types for what each entry specifies.
Choices
Note.pngNota:Some settings can make the brush unbreakable.
  • 0: None
  • 1: Wooden.Tiny
  • 2: Wooden.Small
  • 3: Wooden.Medium
  • 4: Wooden.Large
  • 5: Wooden.Huge
  • 6: Metal.Small
  • 7: Metal.Medium
  • 8: Metal.Large
  • 9: Cardboard.Small
  • 10: Cardboard.Medium
  • 11: Cardboard.Large
  • 12: Stone.Small
  • 13: Stone.Medium
  • 14: Stone.Large
  • 15: Stone.Huge
  • 16: Glass.Small
  • 17: Plastic.Small
  • 18: Plastic.Medium
  • 19: Plastic.Large
  • 20: Pottery.Small
  • 21: Pottery.Medium
  • 22: Pottery.Large
  • 23: Pottery.Huge
  • 24: Glass.Window
Strength/Health (health) <integer(en)>
The damage to take before breaking. The brush will not break from damage if this is 0.
Material Type (material) <choices>
Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
Choices
  • 0: Glass - As stated, uses glass gibs and sounds. Gibs may not match with material used.
  • 1: Wood - As stated, uses wood gibs and sounds. Gibs may not match with material used, and may be too big for certain brushes.
  • 2: Metal - As stated, uses metal gibs and sounds. Gibs are very small, and evidently made for vents. May not match material.
  • 3: Flesh - Uses HL1 gib death sounds and wood gibs. Not much practicality for this type unless one is making a meat slab (With proper gibs, of course).
  • 4: CinderBlock - Uses concrete gibs and sounds. Gibs may not match with material and be too big for the brush.
  • 5: Ceiling Tile - Uses tile sounds, wood gibs and HL1 plaster gib death sound.
  • 6: Computer - Uses spark sounds and wood gibs, coupled with an HL1 gib death sound.
  • 7: Unbreakable Glass - Uses glass sounds. Using this material type overrides any Strength value previously set to 0, making it unbreakable.
  • 8: Rocks - Uses concrete gibs and sounds. Gibs may not match with material, and don't even look like rocks to begin with.
  • 9: Web !FGD - Only functional in Half Life Source.
  • 10: None
Gibs Direction (explosion) <choices>
Used to decide which direction to throw gibs when broken.
Choices
  • 0: Random
  • 1: Relative to Attack
  • 2: Use Precise Gib Dir (see below)
Precise Gib Direction (gibdir) <angle(en)>
An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
Damaging it Doesn't Push It (nodamageforces) <boolean(en)>
When enabled the brush will move in response to damage.
Gib Model (gibmodel) <model path(en)>
Used by HL1Port to specify a custom gib model to break into, overriding the Material Type.
Clarify: Does this work outside of Half-Life: Source?
Spawn On Break (spawnobject) <choices>
When broken, an entity of the selected type will be created.
Note.pngNota:Only these entities may be spawned. This can be fixed by modifying func_break.cpp.
Standard Choices
Half-Life: Source Half-Life: Source Choices (no translation Half-Life Deathmatch: Source)
Explode Magnitude (explodemagnitude) <integer(en)>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Icon-Bug.pngErro:Non-functional. Will only explode if the explosion radius is > 0, yet the radius cannot be set as a keyvalue and the code does not generate a value for it.  (tested in: Half-Life 2Garry's Mod)
Obsolete keyvalues Obsolete
Dead model (deadmodel) <model path(en)> !FGD Obsolete
Obsoleto.
Purpose unknown. Does absolutely nothing inside code.
Shards (shards)  !FGD Obsolete
Obsoleto.
Purpose unknown. Does absolutely nothing inside code.
Lip (lip)  !FGD Obsolete
Obsoleto.
Purpose unknown. Does absolutely nothing inside code.

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices
  • 0: Normal
  • 1: No Gibs
  • 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
  • 3: Reduced gibs
Min Damage to Hurt (minhealthdmg) <integer(en)>
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(en)>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Health (health) <integer(en)>
How close to breaking the object is.
Maximum Health (max_health) <integer(en)>
Health cannot exceed this amount.
Physics Impact Damage Scale (physdamagescale) <float(en)>
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> (apenas em Left 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks

Flags

Breakable (brush):

  •  [1] : Only Break on Trigger
  •  [2] : Break on Touch
  •  [4] : Break on Pressure
  •  [512] : Break immediately on Physics
  •  [1024] : Don't take physics damage
  •  [2048] : Don't allow bullet penetration
  •  [4096] : Start Asleep
       Start Asleep
  •  [8192] : Ignore +USE for Pickup
  •  [16384] : Debris - Don't collide with the player or other debris
  •  [32768] : Motion Disabled
  •  [65536] : Use Preferred Carry Angles
  •  [131072] : Enable motion on Physcannon grab
  •  [262144] : Not affected by rotor wash
  •  [524288] : Generate output on +USE
  •  [1048576] : Physgun can ALWAYS pick up. No matter what.
  •  [2097152] : Physgun is NOT allowed to pick this up.
  •  [4194304] : Physgun is NOT allowed to punt this object.
  •  [8388608] : Prevent motion enable on player bump

Inputs

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.
ForceDrop
If this object is being carried by a player, with the physgun or +USE, force it to be dropped.

BreakableBrush:

Break
Breaks the breakable.
SetHealth <integer(en)>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth <integer(en)>
Adds health to the breakable.
RemoveHealth <integer(en)>
Removes health from the breakable.
SetMass <float(en)>
Damaging the entity applies physics forces to it.

Outputs

OnDamaged
Fired when this entity is damaged.
OnAwakened
Fired when this entity becomes awake (collision/force is applied).
OnMotionEnabled
Fired when motion is enabled due to damage/physcannon/force.
OnPhysGunPickup
Fired when a player picks this object up, either with the physgun 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 a player drops this object.
OnPlayerUse
Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set.

BreakableBrush:

OnBreak
Fired when this object breaks. !activator is whatever breaks the object.
OnHealthChanged <float(en)>
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.

Veja também

  • func_physbox_multiplayer
  • Collapsing_tower - um prefab que demonstra algumas utilizações criativas de func_physboxes.
  • Prop Footsteps - um tutorial sobre o assunto, que demonstra o código essencial para quando os jogadores andam sobre entidades como esta (não é ignorado durante o cálculo do som dos passos).