Prop physics respawnable

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Entity.png This Page contains informations about an Obsidian Conflict Entity, which means it is only availible for Obsidian Conflict or rather in that form it is explained.


Entity Description

This class is the same as prop_physics, except it respawns after it breaks.


Key values

  • Name targetname <target_source> The name that other entities refer to this entity by.
  • 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.
  • Pitch Yaw Roll (Y Z X) 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.
  • World Model model <studio>
  • Skin skin <integer> Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
  • Disable shadows disableshadows <choices>
  • Damage Filter damagefilter <target_destination> Name of the filter entity that controls which entities can damage us.
  • 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'.
  • Explosion 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'.
  • Performance Mode PerformanceMode <choices> Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
  • spawnflags spawnflags <flags>
  • Pressure Delay pressuredelay <float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
  • Minimum DX Level mindxlevel <choices>
  • Maximum DX Level maxdxlevel <choices>
  • Start Fade Dist fademindist <float> Distance at which the prop starts to fade (<0 = use fademaxdist).
  • End Fade Dist fademaxdist <float> Max fade distance at which the prop is visible (0 = don't fade out)
  • Fade Scale fadescale <float> If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.
  • Min Damage to Hurt minhealthdmg <integer> The prop will ignore any damage events if the damage is less than this amount.
  • Shadow Cast Distance shadowcastdist <integer> Use this to override how far this object casts shadows. 0 = default distance.
  • Physics Impact Damage Scale physdamagescale <float> Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.

Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.

  • Impact damage type Damagetype <choices>
  • Damaging it Doesn't Push It nodamageforces <choices> Used to determine whether or not damage should cause the brush to move.
  • Scale Factor For Inertia inertiaScale <float> Scales the angular mass of an object. Used to hack angular damage and collision response.
  • Mass Scale massScale <float> A scale multiplier for the object's mass.
  • Override Parameters overridescript <string> A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.
  • Health Level to Override Motion damagetoenablemotion <integer> If specified, this object will start 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 on the physbox will enable motion.
  • Sound to make when punted puntsound <sound>
  • Render FX renderfx <choices>
  • Render Distance renderdist <integer> currently only useable in combination with Hologram RenderFX
  • Render Mode rendermode <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
  • FX Amount (0 - 255) renderamt <integer> The FX amount is used by the selected Render Mode.
  • FX Color (R G B) rendercolor <color255> The FX color is used by the selected Render Mode.
  • Disable Receiving Shadows disablereceiveshadows <choices>
  • Respawn Time RespawnTime <float> Amount in seconds this prop will respawn after it breaks.


Inputs

  • Kill Removes this entity from the world.
  • KillHierarchy Removes this entity and all its children from the world.
  • AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
  • FireUser1 Causes this entity's OnUser1 output to be fired.
  • FireUser2 Causes this entity's OnUser2 output to be fired.
  • FireUser3 Causes this entity's OnUser3 output to be fired.
  • FireUser4 Causes this entity's OnUser4 output to be fired.
  • Skin <integer> Changes the model skin to the specified number.
  • DisableShadow Turn shadow off.
  • EnableShadow Turn shadow on.
  • AlternativeSorting <bool> Used to attempt to fix sorting problems when rendering. True activates, false deactivates.
  • SetDamageFilter <string> Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
  • 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. If the breakable's health reaches zero it will break.
  • RemoveHealth <integer> Removes health from the breakable. If the breakable's health reaches zero it will break.
  • EnablePhyscannonPickup Makes the breakable able to picked up by the physcannon.
  • DisablePhyscannonPickup Makes the breakable not able to picked up by the physcannon.
  • SetMass <float> Set mass of this object.
  • 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.
  • DisableFloating Disable fluid/floating simulation to reduce cost.
  • SetBodyGroup <integer> Set this prop's body group (from 0 - n).
  • physdamagescale <float> Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility.
  • EnableDamageForces Damaging the entity applies physics forces to it.
  • DisableDamageForces Damaging the entity does *not* apply physics forces to it.
  • EnablePuntSound Allow this prop to play its own sound when punted
  • DisablePuntSound Prevent this prop from playing its own sound when punted
  • MakeNonSolid Make this physics object non-solid.
  • MakeSolid Make this physics object solid.
  • Alpha <integer> Set the sprite's alpha (0 - 255).
  • Color <color255> Set the sprite's color (R G B).
  • Ignite Ignite, burst into flames.
  • IgniteLifetime <float> Ignite, with a parameter lifetime.
  • IgniteNumHitboxFires <integer> Ignite, with a parameternumber of hitbox fires.
  • IgniteHitboxFireScale <float> Ignite, with a parameter hitbox fire scale.


Outputs

  • OnUser1 Fired in response to FireUser1 input.
  • OnUser2 Fired in response to FireUser2 input.
  • OnUser3 Fired in response to FireUser3 input.
  • OnUser4 Fired in response to FireUser4 input.
  • OnIgnite Fired when this object catches fire.
  • OnBreak Fired when this breakable breaks.
  • OnTakeDamage Fired each time this breakable takes any damage.
  • OnHealthChanged <float> Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1].
  • OnPhysCannonDetach Fired when the physcannon has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using.
  • OnPhysCannonAnimatePreStarted Fired when this prop starts playing the Pre physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE_PRE activity is defined in the model this breakable is using.
  • OnPhysCannonAnimatePullStarted Fired when this prop starts playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre pull anim, this will be fired after the Pre anim has finished playing.
  • OnPhysCannonPullAnimFinished Fired when this prop has finished playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre & Post pull anims, this will be fired after the Post anim has finished playing.
  • OnPhysCannonAnimatePostStarted Fired when this prop starts playing the Post physcannon-pull activity. Only fired if the ACT_PHYSCANNON_ANIMATE_POST activity is defined in the model this breakable is using.
  • OnMotionEnabled Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input.
  • OnAwakened Fired when this entity becomes awake (collision/force is applied to it while it's asleep).
  • OnPhysGunPickup Fired when the player picks up the prop with the physcannon 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 the player drops the prop with the physcannon or USE.
  • OnPlayerUse Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set.
  • OnPlayerPickup Fired whenever the player picks up this prop (with the physcannon or with +USE).
  • OnOutOfWorld Fired whenever the prop is out of the allowed world bounds.