prop_physics
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
Keyvalues
-
Skip pre-settle (
skipPreSettle
) <Boolean
>
If set this entity will not particpate in the physics pre-settle during compile, but will start awake in game. -
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
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
) <Boolean
> -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (-1 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Culling Behaviour (
object_culling
) <Choices
>
Modifies culling behaviour when the object is small / distant- Default
- Smaller than default
- Much smaller than default
- When extremely small
-
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
Determines if this geometry be considered static & cast shadows/bounce light when baking lightmaps?- No
- Yes
- Bounce Only
-
Glow State (
glowstate
) <Choices
>- OFF
- +use
- look-at
- ON
-
Glow Range (
glowrange
) <Integer
>
Range at which the glow becomes visible. (0 = always visible) -
Glow Range Min (
glowrangemin
) <Integer
>
Range at which the glow stops being visible. (0 = always visible) -
Glow Color Override (R G B) (
glowcolor
) <Color255
>
Change the render color of the glow. -
Glow Team (
glowteam
) <Integer
>
Change the team we glow for. -
Damage Filter (
damagefilter
) <TargetDestination
>
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.- Normal
- No Gibs
-
Disable Client-Side Interpolation (
NoInterpolate
) <Boolean
> -
Spawnflags (
spawnflags
) <Flags
>- Break on Touch
- Break on Pressure
- Use Hitboxes for Renderbox
- Start with collision disabled
- Set to Nav Ignore
- Set to Local-Nav Ignore (NPC will not try to avoid this entity)
- Start Asleep
- Don't take physics damage
- Debris - Don't collide with the player or other debris
- Motion Disabled
- Prevent motion enable on player bump
- Debris with trigger interaction
- Force non-solid to players
-
Pressure Delay (
pressuredelay
) <Float
>
Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart). -
Burst Force Scale (
burstscale
) <Float
>
Radial force applied to our pieces when we break. -
Burst Force Location (
burstlocation
) <LocalPoint
>
Location in local space where the burst force is applied. -
Contents Type (
BreakableContentsType
) <Choices
>
Set the type of contents inside this breakable.- Default
- Empty
- Prop Group Override
- Particle System Override
-
Breakable Contents Prop Group Override (
BreakableContentsPropGroupOverride
) <VDataChoice
>
Prop Group to use when the prop is broken -
Breakable Contents Particle Override (
BreakableContentsParticleOverride
) <ParticleSystem
> -
World Model (
model
) <Studio
> -
Skin (
skin
) <MaterialGroup
>
Some models have multiple versions of their textures, called skins. -
Body Groups (
bodygroups
) <BodyGroupChoices
> -
Cast Shadows (
disableshadows
) <Choices
>
Used to disable shadow casting from this entity.- Enabled
- No Shadows
- Only Realtime Shadows
- Only Baked Shadows
- Enabled
- No Shadows
- Only Realtime Shadows
- Only Baked Shadows
-
Add Attribute (
add_attribute
) <String
>
Will add an additional attribute that AI/player entities can query when checking props for information (ex: 'DogToy' or 'GrabbableResource') -
Add Modifier (
add_modifier
) <String
>
Will add this modifier when the entity spawns. -
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
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. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity) -
Use Local Transform (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Local Origin (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Angles (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
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
>- Blunt
- Sharp
-
Damaging it Doesn't Push It (
nodamageforces
) <Choices
>
Used to determine whether or not damage should cause the brush to move.- No
- Yes
-
Accept damage from player held objects (
acceptdamagefromheldobjects
) <Boolean
>
Set to true so the player can bash this with held props. -
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. -
Buoyancy Scale (
buoyancyScale
) <Float
>
Scales how water forces affect this object. -
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. -
Dynamic Continuous Contact Behavior (
dynamiccontinuouscontactbehavior
) <Choices
>- Allow if requested by other body
- Always (request continuous contact against other dynamic bodies)
- Never (don't use continuous contact against other dynamic bodies even if another body requests it)
-
Enable +Use Output (
enableuseoutput
) <Boolean
>
Enables OnPlayerUse output being fired when this object is used -
Sound to make when punted (
puntsound
) <Sound
> -
AI AddOn (
addon
) <String
>
If specified this object will use this addon behavior when installed in a composite AI -
interactAs (
interactAs
) <String
>
comma-separated list of interaction layers -
Force Nav Ignore (
forcenavignore
) <Boolean
>
If set, NPCs will ignore this prop when navigating. -
Force NPC Exclude (
forcenpcexclude
) <Boolean
>
If set, NPC movement will ignore this prop -
No Navmesh Blocker (
nonavmeshblocker
) <Boolean
>
If set, don't auto-create a navmesh blocker. -
Auto Convert back from Debris (
auto_convert_back_from_debris
) <Boolean
>
If set, this prop will automatically convert back to interactive debris after coming to rest as Debris. -
Update Nav When Moving (
updatenavwhenmoving
) <Boolean
>
If set, nav mesh will be constantly updated while this obstacle is moving, and not just when this obstacle is settled. -
**Force Nav Cut ** (
forcenavcut
) <Boolean
>
If set, this obstacle will cut the mesh causing NPC's to avoid it regardless of its mass. -
Allow Obstacle Merging (
allowobstacleconvexhullmerging
) <Boolean
>
If set, this obstacle will be merged with nearby obstacles to improve performance. -
Removal Allowed for Ammo Balancing (
ammobalancing_removable
) <Choices
>- No
- Yes
-
Item Subclass 1 (
ItemClass1
) <VDataChoice
>
Subclass name of the entity to spawn when the crate is broken -
Item Count 1 (
ItemCount1
) <Integer
>
Number of items to emit upon breakage -
Item Subclass 2 (
ItemClass2
) <VDataChoice
>
Subclass name of the entity to spawn when the crate is broken -
Item Count 2 (
ItemCount2
) <Integer
>
Number of items to emit upon breakage -
Item Subclass 3 (
ItemClass3
) <VDataChoice
>
Subclass name of the entity to spawn when the crate is broken -
Item Count 3 (
ItemCount3
) <Integer
>
Number of items to emit upon breakage -
Item Subclass 4 (
ItemClass4
) <VDataChoice
>
Subclass name of the entity to spawn when the crate is broken -
Item Count 4 (
ItemCount4
) <Integer
>
Number of items to emit upon breakage
Inputs
-
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
StartGlowing <
Void
>
Turn on a permanent glow effect for this prop. -
StopGlowing <
Void
>
Turn off this prop's glow effect. -
SetDamageFilter <
String
>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. -
Break <
Void
>
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. -
SetMass <
Float
>
Set mass of this object. -
Skin <
Integer
>
Changes the model skin to the specified number. -
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
AlternativeSorting <
Boolean
>
Used to attempt to fix sorting problems when rendering. True activates, false deactivates -
SetRenderAttribute <
String
>
Set the value of a render attribute used in material dynamic expressions. Examples: $myfloat=0.25 $myfloat4=1.0,0.0,1.0,1.0 -
ClearRenderAttribute <
String
>
Remove a render attribute previously set by SetRenderAttribute, restoring it to its previous value. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). 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. -
SetParent <
TargetDestination
>
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. -
FollowEntity <
String
>
Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge. -
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. -
EnableGravity <
Void
>
Enable gravity on physics object -
DisableGravity <
Void
>
Disable gravity on physics object -
SetBodyGroup <
String
>
Sets bodygroup. Format is <BodygroupName,index> -
physdamagescale <
Float
>
Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility. -
EnableDamageForces <
Void
>
Damaging the entity applies physics forces to it. -
DisableDamageForces <
Void
>
Damaging the entity does not apply physics forces to it. -
SetAutoConvertBackFromDebris <
Boolean
>
Set whether or not this prop should automatically convert back to interactive debris after it comes to rest as debris. -
AddAttribute <
String
>
Add an attribute with a value of 1. -
RemoveAttribute <
String
>
Remove an attribute. -
Ignite <
Void
>
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
-
OnStartDeath <
Void
>
Fired when this prop has begun dying (breaking) before other death-related callbacks. -
OnBreak <
Void
>
Fired when this breakable breaks. -
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]. -
OnTakeDamage <
Void
>
Fired each time this breakable takes any damage. -
OnIgnite <
Void
>
Fired when this object catches fire. -
OnDestructiblePartDestroyed <
Cpp
>\ -
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. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnMotionEnabled <
Void
>
Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input. -
OnAwakened <
Void
>
Fired when this entity becomes awake (collision/force is applied to it while it's asleep). -
OnPlayerUse <
Void
>
Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set. -
OnOutOfWorld <
Void
>
Fired whenever the prop is out of the allowed world bounds.
Point Entity
A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
Keyvalues
-
Skip pre-settle (
skipPreSettle
) <Boolean
>
If set this entity will not particpate in the physics pre-settle during compile, but will start awake in game. -
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
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
) <Boolean
> -
Light Group (
lightgroup
) <String
>
Will only be lit by lights affecting this group. -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (<0 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay 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 low end/medium end/XBox360, 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. -
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
How this geometry influences baked lighting.- No
- Yes
- Bounce Only
-
Glow State (
glowstate
) <Choices
>- OFF
- +use
- look-at
- ON
-
Glow Range (
glowrange
) <Integer
>
Range at which the glow becomes visible. (0 = always visible) -
Glow Range Min (
glowrangemin
) <Integer
>
Range at which the glow stops being visible. (0 = always visible) -
Glow Color Override (R G B) (
glowcolor
) <Color255
>
Change the render color of the glow. -
Minimum CPU Level (
mincpulevel
) <Choices
>- default (low)
- low
- medium
- high
-
Maximum CPU Level (
maxcpulevel
) <Choices
>- default (high)
- low
- medium
- high
-
Minimum GPU Level (
mingpulevel
) <Choices
>- default (very low)
- very low
- low
- medium
- high
-
Maximum GPU Level (
maxgpulevel
) <Choices
>- default (high)
- very low
- low
- medium
- high
-
Disable X360 (
disableX360
) <Choices
>- No
- Yes
-
Damage Filter (
damagefilter
) <TargetDestination
>
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.- Normal
- No Gibs
- Full Gibs on All Platforms
- Reduced gibs
-
Spawnflags (
spawnflags
) <Flags
>- Break on Touch
- Break on Pressure
- Use Hitboxes for Renderbox
- Start with collision disabled
- Set to NAVIgnore
- Start Asleep
- Don't take physics damage
- Debris - Don't collide with the player or other debris
- Motion Disabled
- Enable motion on Physcannon grab (This also applies to the HLVR hand interaction)
- Not affected by rotor wash
- Generate output on +USE
- Prevent pickup
- Prevent motion enable on player bump
- Debris with trigger interaction
- Force non-solid to players
- Enable +use glow effect
- Physgun can ALWAYS pick up. No matter what.
- Important Grabbity Glove target.
-
Pressure Delay (
pressuredelay
) <Float
>
Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart). -
World Model (
model
) <Studio
> -
Skin (
skin
) <MaterialGroup
>
Some models have multiple versions of their textures, called skins. -
Body Groups (
bodygroups
) <BodyGroupChoices
> -
Disable Shadows (
disableshadows
) <Boolean
>
Used to disable dynamic shadows on this entity. -
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
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. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Model Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. -
Model Attachment position offset (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment angular offset (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Use Model Attachment Offset (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
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
>- Blunt
- Sharp
-
Damaging it Doesn't Push It (
nodamageforces
) <Choices
>
Used to determine whether or not damage should cause the brush to move.- No
- Yes
-
Accept damage from player held objects (
acceptdamagefromheldobjects
) <Boolean
>
Set to true so the player can bash this with held props. -
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. -
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
> -
AI AddOn (
addon
) <String
>
If specified this object will use this addon behavior when installed in a composite AI -
interactAs (
interactAs
) <String
>
comma-separated list of interaction layers -
Force Nav Ignore (
forcenavignore
) <Boolean
>
If set, NPCs will ignore this prop when navigating. -
Force NPC Exclude (
forcenpcexclude
) <Boolean
>
If set, NPC movement will ignore this prop -
Auto Convert back from Debris (
auto_convert_back_from_debris
) <Boolean
>
If set, this prop will automatically convert back to interactive debris after coming to rest as Debris. -
Exploitable by Player (
ExploitableByPlayer
) <Choices
>- Default
- Explosive
-
Collision Group Override (
CollisionGroupOverride
) <Choices
>- UNUSED
- COLLISION_GROUP_ALWAYS
- COLLISION_GROUP_NONPHYSICAL
- COLLISION_GROUP_DEFAULT
- COLLISION_GROUP_DEBRIS
- COLLISION_GROUP_WEAPON
-
Silent To Zombies (
SilentToZombies
) <Boolean
>
Should this prop generate sounds that blind zombies can hear. -
Carry Type Override (
carrytype_override
) <Choices
>- Default (Code decides)
- One-handed rigid
- One-handed soft
- One-handed constrained (eg. drawers)
- Two-handed liftable
- Two-handed draggable, flippable
- One or two-handed detachable
- Too heavy to move
-
Allow In Item Holder (
CanDepositInItemHolder
) <Boolean
>
Allows this prop to be placed into wrist item holders. -
Mute Impact Effects (
mute_impact_effects
) <Boolean
>
If set, this physics prop will use the default_silent surface property, and not make any sounds or particle effects on impact. -
Force Teleport Acknowledge (
forceteleportacknowledge
) <Boolean
>
Set on nav ignore props that you still want to affect teleportation. -
Add To Spatial Partition (
AddToSpatialPartition
) <Boolean
>
Used by embedded hand poses: Set to true if the prop is static or has a small move bounds (doors, levers)
Inputs
-
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
StartGlowing <
Void
>
Turn on a permanent glow effect for this prop. -
StopGlowing <
Void
>
Turn off this prop's glow effect. -
SetDamageFilter <
String
>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. -
Break <
Void
>
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. -
SetMass <
Float
>
Set mass of this object. -
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. -
Skin <
Integer
>
Changes the model skin to the specified number. -
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
AlternativeSorting <
Boolean
>
Used to attempt to fix sorting problems when rendering. True activates, false deactivates -
SetRenderAttribute <
String
>
Set the value of a render attribute used in material dynamic expressions. Examples: $myfloat=0.25 $myfloat4=1.0,0.0,1.0,1.0 -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). 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. -
SetParent <
TargetDestination
>
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. -
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. -
EnablePickup <
Void
>
Enable player pickup of this prop. -
DisablePickup <
Void
>
Disable player pickup of this prop. -
DisableFloating <
Void
>
Disable fluid/floating simulation to reduce cost. -
SetBodyGroup <
String
>
Sets bodygroup. Format is <BodygroupName,index> -
physdamagescale <
Float
>
Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility. -
EnableDamageForces <
Void
>
Damaging the entity applies physics forces to it. -
DisableDamageForces <
Void
>
Damaging the entity does not apply physics forces to it. -
EnablePuntSound <
Void
>
Allow this prop to play its own sound when punted -
DisablePuntSound <
Void
>
Prevent this prop from playing its own sound when punted -
SetAutoConvertBackFromDebris <
Boolean
>
Set whether or not this prop should automatically convert back to interactive debris after it comes to rest as debris. -
AddAttribute <
String
>
Add an attribute with a value of 1. -
RemoveAttribute <
String
>
Remove an attribute. -
Ignite <
Void
>
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
-
OnBreak <
Void
>
Fired when this breakable breaks. -
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]. -
OnTakeDamage <
Void
>
Fired each time this breakable takes any damage. -
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. -
OnIgnite <
Void
>
Fired when this object catches fire. -
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. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnMotionEnabled <
Void
>
Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input. -
OnAwakened <
Void
>
Fired when this entity becomes awake (collision/force is applied to it while it's asleep). -
OnPhysGunPickup <
Void
>
Fired when the player picks up the prop with the physcannon 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 the player drops the prop with the physcannon or USE. -
OnPlayerUse <
Void
>
Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set. -
OnPlayerPickup <
Void
>
Fired whenever the player picks up this prop (with the physcannon or with +USE). -
OnOutOfWorld <
Void
>
Fired whenever the prop is out of the allowed world bounds.
Point Entity
A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
Keyvalues
-
Skip pre-settle (
skipPreSettle
) <Boolean
>
If set this entity will not particpate in the physics pre-settle during compile, but will start awake in game. -
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
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
) <Boolean
> -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (-1 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Culling Behaviour (
object_culling
) <Choices
>
Modifies culling behaviour when the object is small / distant- Default
- Smaller than default
- Much smaller than default
- When extremely small
-
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
Determines if this geometry be considered static & cast shadows/bounce light when baking lightmaps?- No
- Yes
- Bounce Only
-
Glow State (
glowstate
) <Choices
>- OFF
- +use
- look-at
- ON
-
Glow Range (
glowrange
) <Integer
>
Range at which the glow becomes visible. (0 = always visible) -
Glow Range Min (
glowrangemin
) <Integer
>
Range at which the glow stops being visible. (0 = always visible) -
Glow Color Override (R G B) (
glowcolor
) <Color255
>
Change the render color of the glow. -
Glow Team (
glowteam
) <Integer
>
Change the team we glow for. -
Damage Filter (
damagefilter
) <TargetDestination
>
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.- Normal
- No Gibs
-
Disable Client-Side Interpolation (
NoInterpolate
) <Boolean
> -
Spawnflags (
spawnflags
) <Flags
>- Break on Touch
- Break on Pressure
- Use Hitboxes for Renderbox
- Start with collision disabled
- Set to Nav Ignore
- Set to Local-Nav Ignore (NPC will not try to avoid this entity)
- Start Asleep
- Don't take physics damage
- Debris - Don't collide with the player or other debris
- Motion Disabled
- Prevent motion enable on player bump
- Debris with trigger interaction
- Force non-solid to players
-
Pressure Delay (
pressuredelay
) <Float
>
Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart). -
Burst Force Scale (
burstscale
) <Float
>
Radial force applied to our pieces when we break. -
Burst Force Location (
burstlocation
) <LocalPoint
>
Location in local space where the burst force is applied. -
Contents Type (
BreakableContentsType
) <Choices
>
Set the type of contents inside this breakable.- Default
- Empty
- Prop Group Override
- Particle System Override
-
Breakable Contents Prop Group Override (
BreakableContentsPropGroupOverride
) <VDataChoice
>
Prop Group to use when the prop is broken -
Breakable Contents Particle Override (
BreakableContentsParticleOverride
) <ParticleSystem
> -
World Model (
model
) <Studio
> -
Skin (
skin
) <MaterialGroup
>
Some models have multiple versions of their textures, called skins. -
Body Groups (
bodygroups
) <BodyGroupChoices
> -
Cast Shadows (
disableshadows
) <Choices
>
Used to disable shadow casting from this entity.- Enabled
- No Shadows
- Only Realtime Shadows
- Only Baked Shadows
- Enabled
- No Shadows
- Only Realtime Shadows
- Only Baked Shadows
-
Add Attribute (
add_attribute
) <String
>
Will add an additional attribute that AI/player entities can query when checking props for information (ex: 'DogToy' or 'GrabbableResource') -
Add Modifier (
add_modifier
) <String
>
Will add this modifier when the entity spawns. -
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
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. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity) -
Use Local Transform (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Local Origin (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Angles (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
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
>- Blunt
- Sharp
-
Damaging it Doesn't Push It (
nodamageforces
) <Choices
>
Used to determine whether or not damage should cause the brush to move.- No
- Yes
-
Accept damage from player held objects (
acceptdamagefromheldobjects
) <Boolean
>
Set to true so the player can bash this with held props. -
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. -
Buoyancy Scale (
buoyancyScale
) <Float
>
Scales how water forces affect this object. -
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. -
Dynamic Continuous Contact Behavior (
dynamiccontinuouscontactbehavior
) <Choices
>- Allow if requested by other body
- Always (request continuous contact against other dynamic bodies)
- Never (don't use continuous contact against other dynamic bodies even if another body requests it)
-
Enable +Use Output (
enableuseoutput
) <Boolean
>
Enables OnPlayerUse output being fired when this object is used -
Sound to make when punted (
puntsound
) <Sound
> -
AI AddOn (
addon
) <String
>
If specified this object will use this addon behavior when installed in a composite AI -
interactAs (
interactAs
) <String
>
comma-separated list of interaction layers -
Force Nav Ignore (
forcenavignore
) <Boolean
>
If set, NPCs will ignore this prop when navigating. -
Force NPC Exclude (
forcenpcexclude
) <Boolean
>
If set, NPC movement will ignore this prop -
No Navmesh Blocker (
nonavmeshblocker
) <Boolean
>
If set, don't auto-create a navmesh blocker. -
Auto Convert back from Debris (
auto_convert_back_from_debris
) <Boolean
>
If set, this prop will automatically convert back to interactive debris after coming to rest as Debris. -
Update Nav When Moving (
updatenavwhenmoving
) <Boolean
>
If set, nav mesh will be constantly updated while this obstacle is moving, and not just when this obstacle is settled. -
**Force Nav Cut ** (
forcenavcut
) <Boolean
>
If set, this obstacle will cut the mesh causing NPC's to avoid it regardless of its mass. -
Allow Obstacle Merging (
allowobstacleconvexhullmerging
) <Boolean
>
If set, this obstacle will be merged with nearby obstacles to improve performance. -
Removal Allowed for Ammo Balancing (
ammobalancing_removable
) <Choices
>- No
- Yes
-
Item Subclass 1 (
ItemClass1
) <VDataChoice
>
Subclass name of the entity to spawn when the crate is broken -
Item Count 1 (
ItemCount1
) <Integer
>
Number of items to emit upon breakage -
Item Subclass 2 (
ItemClass2
) <VDataChoice
>
Subclass name of the entity to spawn when the crate is broken -
Item Count 2 (
ItemCount2
) <Integer
>
Number of items to emit upon breakage -
Item Subclass 3 (
ItemClass3
) <VDataChoice
>
Subclass name of the entity to spawn when the crate is broken -
Item Count 3 (
ItemCount3
) <Integer
>
Number of items to emit upon breakage -
Item Subclass 4 (
ItemClass4
) <VDataChoice
>
Subclass name of the entity to spawn when the crate is broken -
Item Count 4 (
ItemCount4
) <Integer
>
Number of items to emit upon breakage
Inputs
-
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
StartGlowing <
Void
>
Turn on a permanent glow effect for this prop. -
StopGlowing <
Void
>
Turn off this prop's glow effect. -
SetDamageFilter <
String
>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. -
Break <
Void
>
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. -
SetMass <
Float
>
Set mass of this object. -
Skin <
Integer
>
Changes the model skin to the specified number. -
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
AlternativeSorting <
Boolean
>
Used to attempt to fix sorting problems when rendering. True activates, false deactivates -
SetRenderAttribute <
String
>
Set the value of a render attribute used in material dynamic expressions. Examples: $myfloat=0.25 $myfloat4=1.0,0.0,1.0,1.0 -
ClearRenderAttribute <
String
>
Remove a render attribute previously set by SetRenderAttribute, restoring it to its previous value. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). 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. -
SetParent <
TargetDestination
>
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. -
FollowEntity <
String
>
Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge. -
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. -
EnableGravity <
Void
>
Enable gravity on physics object -
DisableGravity <
Void
>
Disable gravity on physics object -
SetBodyGroup <
String
>
Sets bodygroup. Format is <BodygroupName,index> -
physdamagescale <
Float
>
Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility. -
EnableDamageForces <
Void
>
Damaging the entity applies physics forces to it. -
DisableDamageForces <
Void
>
Damaging the entity does not apply physics forces to it. -
SetAutoConvertBackFromDebris <
Boolean
>
Set whether or not this prop should automatically convert back to interactive debris after it comes to rest as debris. -
AddAttribute <
String
>
Add an attribute with a value of 1. -
RemoveAttribute <
String
>
Remove an attribute. -
Ignite <
Void
>
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
-
OnStartDeath <
Void
>
Fired when this prop has begun dying (breaking) before other death-related callbacks. -
OnBreak <
Void
>
Fired when this breakable breaks. -
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]. -
OnTakeDamage <
Void
>
Fired each time this breakable takes any damage. -
OnIgnite <
Void
>
Fired when this object catches fire. -
OnDestructiblePartDestroyed <
Cpp
>\ -
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. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnMotionEnabled <
Void
>
Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input. -
OnAwakened <
Void
>
Fired when this entity becomes awake (collision/force is applied to it while it's asleep). -
OnPlayerUse <
Void
>
Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set. -
OnOutOfWorld <
Void
>
Fired whenever the prop is out of the allowed world bounds.
Point Entity
A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
Keyvalues
-
Skip pre-settle (
skipPreSettle
) <Boolean
>
If set this entity will not particpate in the physics pre-settle during compile, but will start awake in game. -
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
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
) <Boolean
> -
Light Group (
lightgroup
) <String
>
Will only be lit by lights affecting this group. -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (<0 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay 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 low end/medium end/XBox360, 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. -
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
How this geometry influences baked lighting.- No
- Yes
- Bounce Only
-
Glow State (
glowstate
) <Choices
>- OFF
- +use
- look-at
- ON
-
Glow Range (
glowrange
) <Integer
>
Range at which the glow becomes visible. (0 = always visible) -
Glow Range Min (
glowrangemin
) <Integer
>
Range at which the glow stops being visible. (0 = always visible) -
Glow Color Override (R G B) (
glowcolor
) <Color255
>
Change the render color of the glow. -
Minimum CPU Level (
mincpulevel
) <Choices
>- default (low)
- low
- medium
- high
-
Maximum CPU Level (
maxcpulevel
) <Choices
>- default (high)
- low
- medium
- high
-
Minimum GPU Level (
mingpulevel
) <Choices
>- default (very low)
- very low
- low
- medium
- high
-
Maximum GPU Level (
maxgpulevel
) <Choices
>- default (high)
- very low
- low
- medium
- high
-
Disable X360 (
disableX360
) <Choices
>- No
- Yes
-
Damage Filter (
damagefilter
) <TargetDestination
>
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.- Normal
- No Gibs
- Full Gibs on All Platforms
- Reduced gibs
-
Spawnflags (
spawnflags
) <Flags
>- Break on Touch
- Break on Pressure
- Use Hitboxes for Renderbox
- Start with collision disabled
- Set to NAVIgnore
- Start Asleep
- Don't take physics damage
- Debris - Don't collide with the player or other debris
- Motion Disabled
- Enable motion on Physcannon grab (This also applies to the HLVR hand interaction)
- Not affected by rotor wash
- Generate output on +USE
- Prevent pickup
- Prevent motion enable on player bump
- Debris with trigger interaction
- Force non-solid to players
- Enable +use glow effect
- Physgun can ALWAYS pick up. No matter what.
- Important Grabbity Glove target.
-
Pressure Delay (
pressuredelay
) <Float
>
Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart). -
World Model (
model
) <Studio
> -
Skin (
skin
) <MaterialGroup
>
Some models have multiple versions of their textures, called skins. -
Body Groups (
bodygroups
) <BodyGroupChoices
> -
Disable Shadows (
disableshadows
) <Boolean
>
Used to disable dynamic shadows on this entity. -
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
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. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Model Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. -
Model Attachment position offset (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment angular offset (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Use Model Attachment Offset (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
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
>- Blunt
- Sharp
-
Damaging it Doesn't Push It (
nodamageforces
) <Choices
>
Used to determine whether or not damage should cause the brush to move.- No
- Yes
-
Accept damage from player held objects (
acceptdamagefromheldobjects
) <Boolean
>
Set to true so the player can bash this with held props. -
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. -
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
> -
AI AddOn (
addon
) <String
>
If specified this object will use this addon behavior when installed in a composite AI -
interactAs (
interactAs
) <String
>
comma-separated list of interaction layers -
Force Nav Ignore (
forcenavignore
) <Boolean
>
If set, NPCs will ignore this prop when navigating. -
Auto Convert back from Debris (
auto_convert_back_from_debris
) <Boolean
>
If set, this prop will automatically convert back to interactive debris after coming to rest as Debris. -
Exploitable by Player (
ExploitableByPlayer
) <Choices
>- Default
- Explosive
-
Collision Group Override (
CollisionGroupOverride
) <Choices
>- UNUSED
- COLLISION_GROUP_ALWAYS
- COLLISION_GROUP_NONPHYSICAL
- COLLISION_GROUP_DEFAULT
- COLLISION_GROUP_DEBRIS
- COLLISION_GROUP_WEAPON
-
Silent To Zombies (
SilentToZombies
) <Boolean
>
Should this prop generate sounds that blind zombies can hear.
Inputs
-
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
StartGlowing <
Void
>
Turn on a permanent glow effect for this prop. -
StopGlowing <
Void
>
Turn off this prop's glow effect. -
SetDamageFilter <
String
>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. -
Break <
Void
>
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. -
SetMass <
Float
>
Set mass of this object. -
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. -
Skin <
Integer
>
Changes the model skin to the specified number. -
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
AlternativeSorting <
Boolean
>
Used to attempt to fix sorting problems when rendering. True activates, false deactivates -
SetRenderAttribute <
String
>
Set the value of a render attribute used in material dynamic expressions. Examples: $myfloat=0.25 $myfloat4=1.0,0.0,1.0,1.0 -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). 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. -
SetParent <
TargetDestination
>
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. -
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. -
EnablePickup <
Void
>
Enable player pickup of this prop. -
DisablePickup <
Void
>
Disable player pickup of this prop. -
DisableFloating <
Void
>
Disable fluid/floating simulation to reduce cost. -
SetBodyGroup <
String
>
Sets bodygroup. Format is <BodygroupName,index> -
physdamagescale <
Float
>
Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility. -
EnableDamageForces <
Void
>
Damaging the entity applies physics forces to it. -
DisableDamageForces <
Void
>
Damaging the entity does not apply physics forces to it. -
EnablePuntSound <
Void
>
Allow this prop to play its own sound when punted -
DisablePuntSound <
Void
>
Prevent this prop from playing its own sound when punted -
SetAutoConvertBackFromDebris <
Boolean
>
Set whether or not this prop should automatically convert back to interactive debris after it comes to rest as debris. -
Ignite <
Void
>
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
-
OnBreak <
Void
>
Fired when this breakable breaks. -
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]. -
OnTakeDamage <
Void
>
Fired each time this breakable takes any damage. -
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. -
OnIgnite <
Void
>
Fired when this object catches fire. -
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. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnMotionEnabled <
Void
>
Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input. -
OnAwakened <
Void
>
Fired when this entity becomes awake (collision/force is applied to it while it's asleep). -
OnPhysGunPickup <
Void
>
Fired when the player picks up the prop with the physcannon 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 the player drops the prop with the physcannon or USE. -
OnPlayerUse <
Void
>
Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set. -
OnPlayerPickup <
Void
>
Fired whenever the player picks up this prop (with the physcannon or with +USE). -
OnOutOfWorld <
Void
>
Fired whenever the prop is out of the allowed world bounds.