Template:O BasePropPhysics
...
Usage
- {{{l4d2}}}: set to 1 to add the
OnHitByTank
output. - {{{nofgd}}}: set to 1 to mark everything as !FGD.
- {{{nohl2}}}: set to 1 to hide the
OnPhysGunOnlyPickup
output. - {{{noscroll}}}: set to 1 to stop it from scrolling (generally because it's inside another scrollbox).
- {{{portal2}}}: set to 1 to add the
OnFizzled
output.
{{O BasePropPhysics|noscroll=1|nohl2=1}}
-->
will:
BasePropPhysics:
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.
Note:This output (but not any of the other pickup-related ones) will fire only if the Generate output on +USE spawnflag is set.
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).
BreakableProp:
OnBreak
- Fired when this object breaks.
!activator
is 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.
OnTakeDamage
- Fired when damage is taken.
OnPhysCannonAnimatePreStarted
- Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PRE
activity. Caused by the object being picked up by the gravity gun.
OnPhysCannonAnimatePullStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE
activity.ACT_PHYSCANNON_ANIMATE_PRE
plays once, thenACT_PHYSCANNON_ANIMATE
starts looping.
OnPhysCannonDetach
- Fired when prop has started its
ACT_PHYSCANNON_DETACH
activity (caused by the gravity gun ripping it from a wall).
OnPhysCannonAnimatePostStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POST
activity (caused by the player letting the prop go from the gravity gun).
OnPhysCannonPullAnimFinished
- Fired when prop has finished all gravity gun-related animations.Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs.
{{O BasePropPhysics|l4d2=1|portal2=1}}
-->
will:
BasePropPhysics:
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.
Note:This output (but not any of the other pickup-related ones) will fire only if the Generate output on +USE spawnflag is set.
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).
BreakableProp:
OnBreak
- Fired when this object breaks.
!activator
is 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.
OnTakeDamage
- Fired when damage is taken.
OnPhysCannonAnimatePreStarted
- Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PRE
activity. Caused by the object being picked up by the gravity gun.
OnPhysCannonAnimatePullStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE
activity.ACT_PHYSCANNON_ANIMATE_PRE
plays once, thenACT_PHYSCANNON_ANIMATE
starts looping.
OnPhysCannonDetach
- Fired when prop has started its
ACT_PHYSCANNON_DETACH
activity (caused by the gravity gun ripping it from a wall).
OnPhysCannonAnimatePostStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POST
activity (caused by the player letting the prop go from the gravity gun).
OnPhysCannonPullAnimFinished
- Fired when prop has finished all gravity gun-related animations.
OnPhysGunOnlyPickup
- Fired when the player has picked the prop up with the gravity gun specifically.
OnHitByTank
(in all games since )- Fired when the prop has been punched by a Tank boss infected.Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs. OnFizzled
(only in )- Fired when this entity is fizzled by a
trigger_portal_cleanser
or, forprop_weighted_cube
, the Dissolve or SilentDissolve inputs.Bug:It does not fire when the object is fizzled by other means such asenv_entity_dissolver
.
{{O BasePropPhysics|nofgd=1}}
-->
will:
BasePropPhysics:
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.
Note:This output (but not any of the other pickup-related ones) will fire only if the Generate output on +USE spawnflag is set.
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).
BreakableProp:
OnBreak
- Fired when this object breaks.
!activator
is 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.
OnTakeDamage
- Fired when damage is taken.
OnPhysCannonAnimatePreStarted
- Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PRE
activity. Caused by the object being picked up by the gravity gun.
OnPhysCannonAnimatePullStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE
activity.ACT_PHYSCANNON_ANIMATE_PRE
plays once, thenACT_PHYSCANNON_ANIMATE
starts looping.
OnPhysCannonDetach
- Fired when prop has started its
ACT_PHYSCANNON_DETACH
activity (caused by the gravity gun ripping it from a wall).
OnPhysCannonAnimatePostStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POST
activity (caused by the player letting the prop go from the gravity gun).
OnPhysCannonPullAnimFinished
- Fired when prop has finished all gravity gun-related animations.
OnPhysGunOnlyPickup
- Fired when the player has picked the prop up with the gravity gun specifically.Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs.
See also
- {{KV BaseEntity}}
- {{KV BaseAnimating}}
- {{KV BasePropPhysics}}
- {{I BaseEntity}}
- {{I BaseAnimating}}
- {{I BasePropPhysics}}
- {{O BaseEntity}}
- {{O BaseAnimating}}
The above documentation is transcluded from Template:O BasePropPhysics/doc. (edit | history)
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