Env_physexplosion
Table of contents1 Entity Description2 Keyvalues3 Flags4 Inputs5 OutputsEntity Description
Env_physexplosion applies a physical force to physics objects within its radius, anything from a gentle nudge to a big explosion, depending on its magnitude. The explosion itself is not visible; for visible explosions, use env_explosion.
If the No Damage - Only Force flag isn't set, the object will also take damage from the explosion. (Damage is applied to the object only - the explosion will never directly damage the player.)
env_physexplosions set to emit a fairly low force can be useful to get lights swinging or floating debris moving.
Availability
This point-based entity is available in: all Source games
In code it is represented by class CPhysExplosion
, defined in physobj.cpp
.
Keyvalues
- <target_source> The name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
- <float> Amount of physics force applied by the explosion.
Note: The magnitude value is clamped between 1 and 100. If you require a bigger explosion than this, create multiple instances of the entity.
- <float> Clamp radius (0 = auto) If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude.
- <target_destination> If specified, the explosion will only affect the matching entity.
- inner_radius [Episode One Update]
- <float> If not zero, the LOS is calculated from a point intersecting this sphere.
Flags
- 1 : No Damage - Only Force
- Don't make the object take damage from the explosion.
- 2 : Push players [Episode One Update]
- 4 : Push radially - not as a sphere [Episode One Update]
- 8 : Test LOS before pushing [Episode One Update]
- 16 : Disorient player if pushed [Episode One Update]
Inputs
- Removes this entity from the world.
- Removes this entity and all its children from the world.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value>
- Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- 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 <vector> [Episode One Update]
- 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.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Trigger the explosion.
Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator
- OnPushedPlayer [Episode One Update]
- Fires when the player is pushed by the explosion.
К оглавлению справочника
©
Valve Developer Community