BRUSH func_physbox_multiplayer

This class is the same as func_physbox, except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.

KeyValues

Inherited from func_physbox

spawnflags <flags>

No description provided.

Possible Flags:

NameValueDefault
Start Asleep4096
Ignore +USE for Pickup8192
Debris - Don't collide with the player or other debris16384
Motion Disabled32768
Use Preferred Carry Angles65536
Enable motion on Physcannon grab131072
Not affected by rotor wash262144
Generate output on +USE524288
Physgun can ALWAYS pick up. No matter what.1048576
Physgun is NOT allowed to pick this up.2097152
Physgun is NOT allowed to punt this object.4194304
Prevent motion enable on player bump8388608

Impact Damage Type <choices> = Blunt (0)

No description provided.

Possible Values:

NameValue
Blunt0
Sharp1

Mass Scale <float> = 0

A scale multiplier for the object's mass.

Override Parameters <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 <integer> = 0

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 <float> = 0

If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.

Strength <integer> = 0

Number of points of damage to take before breaking. 0 means don't break.

Preferred Player-carry Angles <vector> = 0 0 0

If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE.

Not solid to world <choices> = Solid to World (0)

No description provided.

Possible Values:

NameValue
Solid to World0
Passes through World1

Exploitable by Player <choices> = Default (0)

No description provided.

Possible Values:

NameValue
Default0
Explosive1

Inherited from BreakableBrush

Prop Data <choices> = None (0)

Set to the best approximation of the size and material of this entity's brushes. If set, it will override this entity's health and damage taken from various weapons. See the propdata.txt file in the scripts directory of your MOD to get a detailed list of what each entry specifies.

Possible Values:

NameValue
None0
Wooden.Tiny1
Wooden.Small2
Wooden.Medium3
Wooden.Large4
Wooden.Huge5
Metal.Small6
Metal.Medium7
Metal.Large8
Cardboard.Small9
Cardboard.Medium10
Cardboard.Large11
Stone.Small12
Stone.Medium13
Stone.Large14
Stone.Huge15
Glass.Small16
Plastic.Small17
Plastic.Medium18
Plastic.Large19
Pottery.Small20
Pottery.Medium21
Pottery.Large22
Pottery.Huge23
Glass.Window24

Material Type <choices> = Glass (0)

Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken.

Possible Values:

NameValue
Glass0
Wood1
Metal2
Flesh3
CinderBlock4
Ceiling Tile5
Computer6
Unbreakable Glass7
Rocks8
Metal Panel9
None10

Gibs Direction <choices> = Random (0)

Used to decide which direction to throw gibs when broken.

Possible Values:

NameValue
Random0
Relative to Attack1
Use Precise Gib Dir2

Precise Gib Direction <angle> = 0 0 0

Specifies the direction to throw gibs when this breakable breaks. Be sure to select Use Precise Gib Dir in the Gibs Direction field!

Damaging it Doesn't Push It <boolean> = No

Used to determine whether or not damage should cause the brush to move.

Spawn On Break <choices> = 0

When broken, an entity of the selected type will be created.

Possible Values:

NameValue
item_battery1
item_healthkit2
item_ammo_pistol3
item_ammo_pistol_large4
item_ammo_smg15
item_ammo_smg1_large6
item_ammo_ar27
item_ammo_ar2_large8
item_box_buckshot9
item_flare_round10
item_box_flare_rounds11
item_ml_grenade12
item_smg1_grenade13
item_box_sniper_rounds14
unused115
weapon_stunstick16
weapon_ar117
weapon_ar218
unused219
weapon_ml20
weapon_smg121
weapon_smg222
weapon_slam23
weapon_shotgun24
weapon_molotov25
item_dynamic_resupply26

Inherited from BaseEntityVisBrush

Effect Flags <choices> = None (0)

For configuring visual effects. If you want to combine effects, turn SmartEdit off and add the effect numbers together, i.e. 64 + 8 = 72.

Possible Values:

NameValue
None0
Bonemerge always, very expensive!!1
Bright, dynamic light at entity origin2
Dim, dynamic light at entity origin4
No movement interpolation8
Don't cast shadows16
Don't draw entity (entity is fully ignored by clients, NOT server)32
Don't receive dynamic shadows64
Bonemerge only in PVS, better performance but prone to disappearing. Use with Bonemerge.128
Blinking glow256
Flag parent as always animating and realign each frame512
Mark for fast reflections1024
No shadow depth, for use with env_cascade_light2048
Dont cache in shadow depthmap (render every frame)4096
No flashlight8192
No CSM16384

VRAD Shadows <choices> = Do not cast shadows (0)

Determines if this entity will cast lightmap shadows.

Possible Values:

NameValue
Do not cast shadows0
Cast shadows1

Minimum Light Level <float> = 0

The minimum level of ambient light that hits this brush.

Disable Receiving Shadows? <boolean> = No

Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity.

Disable ShadowDepth <boolean> = No

Used to disable rendering into shadow depth (for flashlight) for this entity.

Projected Texture Cache <choices> = Default (0)

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.

Possible Values:

NameValue
Default0
No cache = render every frame1
Cache it = render only once2

Disable flashlight <boolean> = No

Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity.

Inherited from BaseEntityBrush

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <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>

The position of this brush entity's center in the world. Rotating entities typically rotate around their origin.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Minimum Bounding Box Size <vector>

Co-ordinate of the minimum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime.

Maximum Bounding Box Size <vector>

Co-ordinate of the maximum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime.

Collisions <choices> = VPhysics (6)

Method of collision for this entity. Can be changed at runtime with AddOutput.

Possible Values:

NameValue
None0
BSP (QPhysics)1
Bounding Box2
Oriented Bounding Box3
Oriented Bounding Box, constrained to Yaw only4
Custom (defined per-entity, if not defined the entity will have bizarre collision behavior)5
VPhysics6

Inherited from RenderFields

Render Mode <choices> = Normal (0)

Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.* Color & Texture = srca+dest(1-a)* Glow = srca + dest, fixed on screen for sprites Solid = Performs alphatest transparency* Additive = srca + dest Additive FF = blend between sprite nimation frames* Alpha Add = src + dest*(1-a)* World Space Glow = src*a + dest

Possible Values:

NameValue
Normal0
Color1
Texture2
Glow3
Solid4
Additive5
Additive Fractional Frame7
Additive Alpha8
World Space Glow9
Don't Render10

FX Color (R G B) <color255> = 255 255 255

A color to mix with the model/sprite.

FX Alpha (0 - 255) <integer> = 255

Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.

Render FX <choices> = Normal (0)

Various somewhat legacy alpha effects. Material Proxies are more modern.

Possible Values:

NameValue
Normal0
Slow Pulse1
Fast Pulse2
Slow Wide Pulse3
Fast Wide Pulse4
Slow Strobe9
Fast Strobe10
Faster Strobe11
Slow Flicker12
Fast Flicker13
Slow Fade Away5
Fast Fade Away6
Slow Become Solid7
Fast Become Solid8
Constant Glow14
Fade Out15
Fade In16
Pulse Fast Wider17
Glow Shell18

Disable Receiving Shadows <boolean> = No

No description provided.

View ID nodraw <choices> = Draw normally (0)

This keyvalue can control whether an entity should only draw on things like monitors or mirrors, or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs.

Possible Values:

NameValue
Draw normally0
Hide in main view (player's eyes)193
Hide in cameras36
Hide in mirrors/water24
Hide in cameras and mirrors/water60
Hide in 3D skybox2
Hide projected texture shadows128

Inherited from _Breakable

Explosion Damage <float> = 0

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 <float> = 0

If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'.

Explode Magnitude <integer> = 0

If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.

Performance Mode <choices> = Normal (0)

Used to limit the amount of gibs produced when this entity breaks, for performance reasons.

Possible Values:

NameValue
Normal0
No Gibs1
Full Gibs on All Platforms2
Reduced gibs3

Pressure Delay <float> = 0

Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).

Minimum Damage to Hurt <integer> = 0

The entity will ignore any damage events if the damage is less than this amount.

Health <integer> = 0

Number of points of damage to take before breaking. 0 means don't break.

Physics Impact Damage Scale <float> = 1.0

Scales damage energy when this object is hit by a physics object. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.

Inherited from DamageFilter

Damage Filter <filterclass>

Name of the filter entity that controls which entities can damage us.

Inputs

Inherited from func_physbox

Wake <void>

Wake up this physics object, if it is sleeping.

Sleep <void>

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 <void>

Enable physics motion/collision response.

DisableMotion <void>

Disable physics motion/collision response.

ForceDrop <void>

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

Enable <void>

Show this object and allow it to collide, doesn't override notsolid.

Disable <void>

Hide this object and stop collisions.

BecomeDebris <void>

Change the collision to act like debris

Inherited from BreakableBrush

EnableDamageForces <void>

Damaging the entity applies physics forces to it.

DisableDamageForces <void>

Damaging the entity does not apply physics forces to it.

Inherited from BaseEntityVisBrush

DisableShadow <void>

Allows the entity to draw a render target (dynamic) shadow.

EnableShadow <void>

Prevents the entity from drawing a render target (dynamic) shadow.

DisableReceivingFlashlight <void>

This object will not recieve light or shadows from projected textures (flashlights).

EnableReceivingFlashlight <void>

This object may recieve light or shadows from projected textures (flashlights).

AlternativeSorting <boolean>

Used to attempt to fix sorting problems when rendering. True activates, false deactivates

Inherited from BaseEntityBrush

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in the player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in the player's viewcone.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Inherited from RenderFields

Alpha <integer>

Set the entity's alpha (0 - 255).

Color <color255>

Set the entity's color (R G B).

SetRenderMode <integer>

Sets this entity's render mode.

SetRenderFX <integer>

Sets this entity's render FX.

SetViewHideFlags <integer>

Sets this entity's view ID nodraw flags (takes raw flag combination).

AddEffects <integer>

Adds an entity effect.

RemoveEffects <integer>

Removes an entity effect.

EnableDraw <void>

Draws an entity if it is not drawn. Equivalent to RemoveEffects > 32.

DisableDraw <void>

Undraws an entity if it is drawn. Equivalent to AddEffects > 32.

AddEFlags <integer>

Adds an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use AddSpawnFlags to add spawnflags.

RemoveEFlags <integer>

Removes an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use RemoveSpawnFlags to remove spawnflags.

SetCollisionGroup <integer>

Sets this entity's collision group.

Inherited from _Breakable

Break <void>

Breaks the breakable.

EnablePhyscannonPickup <void>

Makes the breakable able to picked up by the physcannon.

DisablePhyscannonPickup <void>

Makes the breakable not able to picked up by the physcannon.

SetMass <float>

Set mass of this object.

Inherited from DamageFilter

SetDamageFilter <target_destination>

Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.

Outputs

Inherited from func_physbox

OnDamaged <void>

Fired when this entity is damaged.

OnAwakened <void>

Fired when this entity becomes awake (collision/force is applied).

OnMotionEnabled <void>

Fired when motion is enabled due to damage/physcannon/force.

OnPhysGunPickup <void>

Fired when a player picks this object up, either with the physgun or +USE.

OnPhysGunPunt <void>

Fired when a player punts this object with the physgun.

OnPhysGunOnlyPickup <void>

Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.

OnPhysGunDrop <void>

Fired when a player drops this object.

OnPlayerUse <void>

Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set.

Inherited from BaseEntityBrush

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.

Inherited from _Breakable

OnBreak <void>

Fired when this breakable breaks.

OnTakeDamage <void>

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 <void>

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 <void>

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 <void>

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 <void>

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 <void>

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.